The World of Xoth

Where cold iron meets non-Euclidean geometry!

13 February
0Comments

Simple 5E Rules for Wilderness Travel

Illustration for “Queen of the Black Coast” by artist Aitor Prieto

Here are some simple rules for travel in the wilderness. It is assumed that the player characters are masters of their own expedition, but the rules can also work if the PCs are simply caravan members.

Design Goals: The purpose of these rules is to create a little mini-game when going from A to B, somewhere between just stating “you travel for X days and arrive at your destination” and having to play out a bunch of random encounter in detail. The problem with the former is that travel feels too easy (and does not carry any cost or risk), and the problem with the latter is that it takes a lot of time away from the main adventure.

A note about resting: These rules assume that long rests are not possible in the wilderness. Only short rests are possible in the wild. Long rests require a safe haven such as a city, castle or fortified village.

Roles: Each of the below roles can be assigned to a player character. No PC can have more than one role. If a role is not assigned to a PC, assume the role is held by a caravan member with a skill check bonus of +0 (or a +5 bonus if the PCs are merely members of someone else’s expedition).

  • Caravan Master: Is responsible for commanding the expedition and maintaining overall discipline and morale among the members. Skill check: Charisma (Intimidation) or Charisma (Persuasion).
  • Pathfinder: Is responsible for finding the way through the wilderness to the destination. Skill check: Wisdom (Survival).
  • Scout: Is responsible for scouting ahead to make sure the expedition is not ambushed. Skill check: Dexterity (Stealth).

Daily skill check: Once per day, each of the above roles roll a skill check against DC 15 (the GM may adjust the DC up or down depending on the area and environment, and/or may adjust the frequency from a daily roll to 5 or 3 rolls per week for an easier journey). Success gives a +1 modifier to the result of the Daily Event table. If the skill check fails by 5 or more, it gives a -1 modifier to the result of the Daily Event table (see below). Since there are three roles, the maximum modifier that can be gained is +3 and the minimum modifier that can be gained is -3. Note that this skill check represents a full day’s worth of effort; spells and magic items that provide bonuses to skill checks must have a minimum duration of 1 hour to be applicable (for example, Enhance Ability and Foresight do apply, but Guidance does not). Assistance or help from others does not apply to the daily skill checks.

After the skill checks have been rolled, roll on the Events table below and apply the modifier to the rolled value.

Repeat the skill checks and the event roll for each day of the voyage.

WILDERNESS TRAVEL DAILY EVENTS (1d20)
1 – Disaster (flood, violent storm, warband) – Add 2d6 days to travel time, all PCs suffer 3d10 damage, and 1d6 mounts killed
2 – Bandits, raiders or tax collectors – Pay 250 gp to avoid, or all PCs suffer 3d10 damage in battle
3 – Natural hazard (landslide, falling rocks, forest fire) – 1d4 mounts killed, and all PCs suffer 2d10 damage
4 – Monster attacks – All PCs suffer 2d10 damage, or 1d10 if the Scout makes a Stealth check (DC 15) to avoid ambush
5 – Snakebite or broken leg – 1 mount is lost
6 – Severe weather (storm) – Add 2 days to travel time, and all PCs suffer 1d10 damage
7 – Disease (plague, spoiled food, etc) – All PCs suffer poisoned condition for 1d6 days (Constitution DC 15 avoids)
8 – Stolen or forgotten item – One PC has a 50% chance to lose a random item somewhere along the way
9 – Getting lost – The pathfinder must make a Survival check (DC 15) to get back on track, or add 1d4 days to travel time
10 – Bad weather (fog, ill winds) – Add 1 day to travel time

11-15 – Nothing happens

16 – Meet friendly traveler or locals – Gain advantage on next day’s skill check
17 – Capture and tame wild horse – Gain 1 mount
18 – Discovery – Roll 1d20, on a 1-17 pick up trade goods or valuables worth 1d4 x 10 gp, on a 18-20 find a special item (potion, treasure map, dungeon entrance, etc)
19 – Favorable terrain – Reduce travel time by 1 day
20 – Natural shelter – Roll 1d20, on a 1-15 all PCs regain a spent Hit Dice, on a 16-20 it is possible to make a long rest

EXAMPLE: Our brave band of adventurers are setting out on a journey across the wilderness that will take 9 days. They have one camel each. The player character assigned as the Caravan Master has a Charisma (Intimidation) bonus of +5, the PC assigned as the Pathfinder has a Wisdom (Survival) bonus of +3, and the PC assigned as the Scout has a Dexterity (Stealth) bonus of +4.

On the first day of travel, the Caravan Master and the Scout succeed at their skill checks against DC 15. The Pathfinder fails, but not by 5 or more. The PCs gain a total bonus of +2 to the daily events table. A random PC rolls on the event table and gets a 3. With the +2 bonus, the result is adjusted to 5, which means a mount is lost. Since the PCs did not bring any extra mounts, one of the PCs now has to walk, and his baggage redistributed to the remaining mounts. The PCs are already off to a bad start, and there are eight days left of the journey!

The next day, all three PCs (Caravan Master, Pathfinder, and Scout) succeed in their skill checks, for a total bonus of +3 to the daily events table. A random PC rolls on the event table and gets a 10. With the +3 bonus, the result is adjusted to 13, which means that nothing happens.

The third day, two of the PCs make their skill checks, for a total bonus of +2 to the daily events table. A random PC rolls on the event table and gets a +2, which is adjusted to a 4. A monster attacks and deals 2d10 damage (roll damage separately for each PC). Note that the PCs may take a short rest and spend Hit Dice to restore lost hit points, but may not take a long rest (until they reach a safe haven such as a castle along the way).

And so it goes, day by day, until the PCs reach their destination… and then the main adventure can start!

21 July
0Comments

Simple 5E Rules for Sea Travel

Illustration for “Queen of the Black Coast” by artist Aitor Prieto

Here are some simple rules for travel at sea. It is assumed that the player characters own a boat, but the rules can also work if the PCs are simply passengers.

Design Goals: The purpose of these rules is to create a little mini-game when going from A to B, somewhere between just stating “you travel for X days and arrive at your destination” and having to play out a bunch of random encounter in detail. The problem with the former is that travel feels too easy (and does not carry any cost or risk), and the problem with the latter is that it takes a lot of time away from the main adventure.

A note about resting: These rules assume that long rests are not possible while the vessel is at sea. Only short rests are possible at sea. Long rests require a port.

Roles: Each of the below roles can be assigned to a player character. No PC can have more than one role. If a role is not assigned to a PC, assume the role is held by a crew member with a skill check bonus of +0 (or a +5 bonus if the PCs are merely passengers and not the vessel owners).

  • Captain: Is responsible for commanding the crew and maintaining overall discipline and morale among the crew. Skill check: Charisma (Intimidation) or Charisma (Persuasion).
  • Quartermaster: Is responsible for supplies, food and equipment [not entirely consistent with the historical definition of the word in a naval context, but used here for flavor]. Skill check: Wisdom (Survival).
  • Navigator: Is responsible for steering the ship and staking out the proper course. Skill check: Intelligence (navigator’s tools).

Daily skill check: Once per day, each of the above roles roll a skill check against DC 15 (the GM may adjust the DC up or down depending on the area and environment, and/or may adjust the frequency from a daily roll to 5 or 3 rolls per week for an easier voyage). Success gives a +1 modifier to the result of the Daily Event table. If the skill check fails by 5 or more, it gives a -1 modifier to the result of the Daily Event table (see below). Since there are three roles, the maximum modifier that can be gained is +3 and the minimum modifier that can be gained is -3. Note that this skill check represents a full day’s worth of effort; spells and magic items that provide bonuses to skill checks must have a minimum duration of 1 hour to be applicable (for example, Enhance Ability and Foresight do apply, but Guidance does not). Assistance or help from others does not apply to the daily skill checks.

After the skill checks have been rolled, roll on the Events table below and apply the modifier to the rolled value.

Repeat the skill checks and the event roll for each day of the voyage.

SEA TRAVEL DAILY EVENTS (1d20)
1 – Disaster (maelstrom, violent storm, iceberg, kraken) – Roll 1d20, on a 1-5 the vessel sinks (all PCs take 4d10 damage, half the crew drowns), on a 6-20 the vessel is severely damaged (2d6 days to repair, all PCs take 3d10 damage, and 1d6 crew killed)
2 – Pirates, reavers or tax collectors – Pay 250 gp to avoid, or all PCs suffer 3d10 damage in battle
3 – Mutiny attempt – 1d4 crew killed, and all PCs suffer 2d10 damage
4 – Monster attacks, all PCs suffer 2d10 damage
5 – Man overboard – 1 crew is lost
6 – Severe weather (storm) – Add 2 days to travel time, and all PCs suffer 1d10 damage
7 – Disease (plague, rats, etc) – All PCs suffer poisoned condition for 1d6 days (Constitution DC 15 avoids)
8 – Infighting between crew – Captain must roll Charisma check (DC 15) to resolve peacefully, or fighting breaks out (1d10 damage to all PCs)
9 – Low crew morale – Spend 25 gp to boost morale, or suffer disadvantage on next day’s skill check
10 – Bad weather (fog, ill winds) – Add 1 day to travel time

11-15 – Nothing happens

16 – Meet friendly ship or locals – Gain advantage on next day’s skill check
17 – Rescue castaway – Gain 1 crew
18 – Discovery – Roll 1d20, on a 1-17 pick up flotsam worth 1d4 x 10 gp, on a 18-20 find a special item (potion, treasure map, dungeon entrance, etc)
19 – Favorable winds and currents – Reduce travel time by 1 day
20 – Natural shelter – Roll 1d20, on a 1-15 all PCs regain a spent Hit Dice, on a 16-20 it is possible to make a long rest

EXAMPLE: Our brave band of adventurers are setting out on a sea voyage that will take 9 days. They have a sailing ship with a crew of 20 sailors. The player character assigned as the Captain has a Charisma (Intimidation) bonus of +5, the PC assigned as the Quartermaster has a Wisdom (Survival) bonus of +3, and the PC assigned as the Navigator has an Intelligence (navigator’s tools) bonus of +4.

On the first day at sea, the Captain and the Navigator succeed at their skill checks against DC 15. The Quartermaster fails, but not by 5 or more. The PCs gain a total bonus of +2 to the daily events table. A random PC rolls on the event table and gets a 2. With the +2 bonus, the result is adjusted to 4, which means a monster attacks and is driven away, but not before each PC has suffered 2d10 points of damage (roll damage separately for each PC). The PCs are already off to a bad start, and there are eight days left of the voyage! Note that the PCs may take a short rest and spend Hit Dice to restore lost hit points, but may not take a long rest (until they reach a port).

The next day, all three PCs (Captain, Quartermaster, and Navigator) succeed in their skill checks, for a total bonus of +3 to the daily events table. A random PC rolls on the event table and gets a 4. With the +3 bonus, the result is adjusted to 7, which means a disease has spread on board! The PCs suffer the poisoned condition for 1d6 days, unless they can succeed at a Constitution save. If the Captain, Quartermaster or Navigator gains the poisoned condition, they will suffer disadvantage on their daily skill checks as long as the condition lasts.

And so it goes, day by day, until the PCs reach their destination… and then the main adventure can start!

28 August
0Comments

5E skills and how to use them

Skills in D&D 5E are very loosely defined. This is a feature, not a bug. It keeps the rules simple and allows for fast play. No skill system, no matter how detailed, can cover all eventualities, so the 5E system doesn’t even try, instead letting the GM make rulings when necessary.

Some players, particularly those coming from a 3E background, may be uncomfortable with the lack of detailed skill descriptions in the 5E rules. This document aims to bridge the gap between editions, by collecting and presenting some specific rules for skill use in 5E.

General rules for skill use in 5E

When you are using a skill, you are in fact making an ability check using one of your six ability scores (but note that no skills are associated with Constitution). You roll 1d20 and add your ability score modifier.

If you are proficient with a skill, you also add your proficiency bonus to the ability check. If you have expertise with a skill, you add double your proficiency bonus to the ability check.

You roll against a Difficulty Class (DC). The general scale of DCs is given below. Usually, the difficulty will be between 10 and 20.

  • Very Easy: DC 5
  • Easy: DC 10
  • Moderate: DC 15
  • Hard: DC 20
  • Very Hard: DC 25
  • Nearly Impossible: DC 30

Strength

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation.

  • Pure Strength checks
    • Force open a stuck (DC 15), locked (DC 20), or barred (DC 25) door
    • Break free of bonds, such as rope (DC 15) or metal manacles (DC 20)
    • Bend metal bars (DC 20)
    • Tip over a medium (DC 15), large (DC 20) or huge (DC 25) statue
    • Keep a large (DC 15) or huge (DC 20) boulder from rolling
  • Athletics
    • Climb: With a successful Strength (Athletics) check, you can move up, down, or across a wall or other steep incline at half your normal speed (because each foot of movement costs 1 extra foot when climbing). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb, such as knotted rope (DC 0), ship’s rigging (DC 5), tree (DC 10), dungeon wall (DC 15), building (DC 20), smooth wall (DC 25). A slippery surface or strong wind may give disadvantage to the roll.
    • Jump: The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. If you fail this check by 4 or less, you can attempt a Dexterity saving throw (DC 15) to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Each foot you clear on the jump costs a foot of movement.
    • Swim: Make a Strength (Athletics) check once per round while you are in the water. Success means you may move in the desired direction at half speed (because each foot of movement costs 1 extra foot in water). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. The DC depends on the conditions, such as calm water (DC 10), rough water (DC 15), or stormy water (DC 20). If you are wearing heavy armor, you suffer disadvantage on the roll.
    • Grapple: When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition.
    • Escape a grapple: You can use your action to roll Strength (Athletics) against the Escape DC of the grappling creature.
    • Shove: The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. You can attempt to push the target 5 feet in any direction (not just away from you) by taking disadvantage on the check.
    • Overrun: You can try to force your way through a hostile creature’s space by overrunning the hostile creature. As an action or a bonus action, you make a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. You have advantage on this check if you are larger than the hostile creature, or disadvantage if you are smaller. If you win the contest, you can move through the hostile creature’s space once this turn. Note that the hostile creature’s space still counts as difficult terrain for you.

Dexterity

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing.

  • Pure Dexterity checks
    • Securely tie up a prisoner (DC 15)
    • Wriggle free of rope bonds (DC 15) or metal manacles (DC 20). By suffering disadvantage on the check, you can escape bonds without being noticed.
  • Dexterity checks that require equipment (thieves’ tools)
    • Pick a lock (tool proficiency required): To pick a lock, you must be proficient with thieves’ tools (and if you are proficient with the tool, you can apply your proficiency bonus to the check). The DC varies by lock; standard locks and manacles (DC 15), high quality locks (DC 20), or superior locks (DC 25 or more). If you fail by 5 or more, you damage the internal mechanism of the lock, and further attempts at picking the lock become impossible.
    • Disable a trap: To disable a trap, you usually need a set of thieves’ tools (and if you are proficient with the tool, you can apply your proficiency bonus to the check). The DC varies by trap. If you fail the check, the trap is triggered.
  • Acrobatics
    • Escape a grapple: You can use your action to roll Dexterity (Acrobatics) against the Escape DC of the grappling creature.
    • Roll with fall: When you deliberately fall any distance, even as a result of a missed jump, a successful check allows you to ignore the first 10 feet fallen (DC 15) or the first 20 feet fallen (DC 20). You become prone if you take damage from a fall.
    • Tumble: You can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, you make a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature’s space once this turn. Note that the hostile creature’s space still counts as difficult terrain for you.
  • Sleight of Hand
    • Planting an object on someone else: This is a check against the target’s passive Wisdom (Perception). You suffer disadvantage on the check unless the item is tiny.
    • Conceal item: Concealing a small object (DC 10) or small weapon (DC 15) on your person. You may only hide a light or one-handed weapon on your body. Later, when you make an attack with the hidden weapon, you gain advantage on your first attack. Anyone who searches you must make a Wisdom (Perception) check opposed by your Sleight of Hand check to find the weapon.
    • Steal item: You can attempt to take something from an adjacent creature. The difficulty varies, from a coin pouch dangling from the target’s belt (DC 10), something held in the target’s hand (DC 15), or reaching into the target’s backpack (DC 20). If your check result is below the target’s passive Wisdom (Perception) score, the target notices the attempt, regardless of whether you got the item. If the target is alert or suspicious, it rolls with advantage to notice you. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.
  • Stealth
    • Move undetected: Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Your check is opposed by the Passive Wisdom (Perception) of the target. Note that some types of armor give you disadvantage on the roll.
    • Hide in combat: When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. Note that some types of armor give you disadvantage on the roll. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence, or by Passive Perception even if they aren’t searching. When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden–both unseen and unheard–when you make an attack, you give away your location when the attack hits or misses.

Intelligence

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. 

  • Pure Intelligence checks
    • Communicate with a creature without using words, for simple (DC 10), more complex (DC 15), and advanced (DC 20) concepts
    • Estimate the value of a precious item, including common items (DC 10), rare items (DC 15), and very rare items (DC 20). If you have a relevant set of tools (such as jeweler’s tools for gems and jewelry, or smith’s tools for armour and weapons) and are proficient with it, you can add your proficiency bonus to the roll.
    • Forge a document, such as a simple letter (DC 10), a common document (DC 15), or an official certificate (DC 20). If you have a forgery kit and are proficient with it, you can add your proficiency bonus to the roll.
  • Arcana
    • Identify magical materials (requires proficiency): After 1 minute of careful examination and a successful Intelligence (Arcana) check (DC 15) you know whether an item is magical or not, although you do not identify its exact properties. If the item is cursed or trapped, your examination triggers the adverse effect.
    • Identify spell being cast (requires proficiency): You can attempt to identify a spell that someone else is casting or that was already cast. To do so, you can use your reaction to identify a spell as it’s being cast, or you can use an action on your turn to identify a spell by its effect after it is cast. The DC equals 15 + the spell’s level. If the spell is cast as a class spell and you are a member of that class, the check is made with advantage.
    • Disarm magic trap: You can attempt to disarm a magic trap with an Intelligence (Arcana) check against the DC noted in the trap’s description. If you fail the check, the trap is triggered.
    • Arcane lore (requires proficiency): You have knowledge about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. The DC varies from 10 to 20 or more.
    • Creature lore (requires proficiency): A successful check allows you to remember a bit of useful information about aberrations, constructs, dragons, elementals, and monstrosities. The DC is 10 + the creature’s Challenge rating. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
  • History
    • Legends and lore (requires proficiency): You have knowledge about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. The DC varies from 10 to 20 or more.
    • Creature lore (requires proficiency): A successful check allows you to remember a bit of useful information about giants and humanoids. The DC is 10 + the creature’s Challenge rating. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. For humans, you can also determine their race, culture and nationality (DC 10), and recall information about local rulers, laws, taboos or strange customs (DC 15).
  • Investigation
    • Detect secret doors: If you are actively looking for a secret or concealed door, you can spend 1 minute (for a small area) or 10 minutes (for a large area) and attempt an Intelligence (Investigation) check against the door’s DC. Otherwise, the GM uses each character’s passive Intelligence (Investigation) score to determine whether anyone in the party notices the door in passing. Note that you can discover a secret door without making an ability check if your actions would clearly reveal the door’s presence. For example, if you twist the head of a statue and the revolving door in the library opens, you have found the trigger and no check is required.
    • Find traps: If you are actively looking for a trap, you can spend 1 minute (for a small area) or 10 minutes (for a large area) and attempt an Intelligence (Investigation) check against the trap’s DC. Otherwise, the GM uses each character’s passive Intelligence (Investigation) score to determine whether anyone in the party notices the trap in passing. Note that you can discover a trap without making an ability check if your actions would clearly reveal the trap’s presence. For example, if you lift a rug that conceals a pressure plate, you have found the trigger and no check is required.
    • Gather local information: You can use Intelligence (Investigation) to gather information about a specific local topic or individual. To do this, you must spend at least 1d4 hours at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought; from commonly known facts or rumors (DC 10), to obscure or secret knowledge (DC 20 or higher). While seeking out news and information, you can choose to keep a low profile; you suffer disadvantage on your attempts, but you avoid leaving any clues about the information you seek. If you fail your Intelligence (Investigation) check by 5 or more, you are automatically noticed as someone seeking information about the subject.
    • Perform library research (requires proficiency): By poring over dusty tomes and crumbling scrolls in a library, you can obtain answers to questions and insight into the campaign’s mysteries. When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). At the end of your research, if you make a successful Intelligence (Investigation) check, you learn the information if it is available. The difficulty varies, from common knowledge (DC 10), uncommon knowledge (DC 15), to obscure or secret knowledge (DC 20 or higher). If you do not have access to a proper library, you roll with disadvantage. For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.
  • Nature
    • Natural lore (requires proficiency): Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. The DC varies from 10 to 20 or more.
    • Creature lore (requires proficiency): A successful check allows you to remember a bit of useful information about beasts, fey, oozes, and plants. The DC is 10 + the creature’s Challenge rating. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
  • Religion
    • Ritual lore (requires proficiency): Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. The DC varies from 10 to 20 or more.
    • Creature lore (requires proficiency): A successful check allows you to remember a bit of useful information about celestials, fiends, and undead. The DC is 10 + the creature’s Challenge rating. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Wisdom

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. 

  • Pure Wisdom checks
    • Get a gut feeling about what course of action to follow (DC 15)
    • Discern whether a seemingly dead or living creature is undead (DC 15)
  • Animal Handling
    • Calm animal: You can keep a mount from getting spooked by a sudden sound (DC 10), or calm down a domesticated animal such as an enraged bull or guard dog (DC 15).
    • Control mount: You can attempt a risky maneuver, such as getting your horse to jump through fire or across a chasm (DC 15).
  • Insight
    • Detect lie: You can make a Wisdom (Insight) check opposed by another creature’s Charisma (Deception) check to get a hunch that somebody is lying or otherwise trying to deceive you.
  • Medicine
    • Stabilize a dying companion: You can use your action to administer first aid to an unconscious creature and attempt to stabilize it (DC 10).
    • Diagnose patient (requires proficiency): You can spend 10 minutes to examine a creature, attempting to identify if it suffers from a common (DC 10), uncommon (DC 15) or rare (DC 20) disease or poisoning.
    • Treat wounds (requires proficiency): You can spend 10 minutes to tend to a single humanoid creature’s wounds. If you make a successful Wisdom (Medicine) check (DC 15, +1 for each Hit Dice the creature has already spent since its last long rest), the creature can immediately spend one Hit Dice to restore lost hit points, without waiting for a short rest to do so. If you fail the check by 5 or more, the creature suffers 1d4 piercing damage. Unless you expend one use of a healer’s kit to treat the wounds, you roll with disadvantage.
  • Perception
    • Spot: If you make an active attempt to detect the presence of a creature, you roll a Wisdom (Perception) check, opposed by the creature’s Stealth check result. Otherwise, the GM uses each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the creature in passing.
    • Listen: You might try to eavesdrop under an open window (DC 10), hear a conversation through a closed door (DC 15), or listen for monsters moving stealthily in the forest (opposed by their Stealth check).
    • Search in combat: When you take the Search action, you devote your attention to finding someone. Make a Wisdom (Perception) check, opposed by the hidden creature’s Stealth check result.
  • Survival
    • Follow tracks: To find tracks or to follow them requires a successful Wisdom (Survival) check. You must make another Survival check every time the tracks become difficult to follow, such as when the terrain changes. You move at half your normal speed while following tracks (or at your normal speed by suffering disadvantage). The difficulty depends on the terrain, from soft ground (DC 10), to firm ground (DC 15), and hard ground (DC 20). You gain advantage if following a huge creature, or a large group of creatures, and you suffer disadvantage if the trail is old, it has been raining or snowing, or you are tracking at night. If you are not proficient with Survival, you make the check with disadvantage.
    • Hunting and foraging (requires proficiency): While traveling at normal or slow pace, you can gather food and water. The difficulty depends on the region, from fertile land with abundant food and water sources (DC 10), more barren areas (DC 15), or desolate wastes (DC 20). On a successful check, you gather 1d6 + your Wisdom bonus in pounds of food, and 1d6 + your Wisdom bonus in pounds of water (alternatively, instead of rolling, you can provide food and water for yourself and up to five companions for a day). On a failed check, you find nothing.
    • Predict weather: You can attempt to predict the local weather for the next 24 hours (DC 10), the next three days (DC 15), or the next 10 days (DC 20).
    • Avoid natural hazards (requires proficiency): You can detect natural hazards such as quicksand (DC 15), sandstorms (DC 15), unsafe ice (DC 15), and avalanches (DC 20), giving you and your companions the chance to avoid the hazard or time to seek shelter.

Charisma

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation.

  • Pure Charisma checks
    • Find the best person to talk to for news, rumors, and gossip (DC 15)
  • Deception
    • Hide truth: Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie. Your check is opposed by the target’s Wisdom (Insight) check. If your lie is unconvincing, you roll with disadvantage.
  • Intimidation
    • Threatening influence: When you attempt to influence someone through overt threats, hostile actions, and physical violence, make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner (DC 10), convincing street thugs to back down from a confrontation (DC 15), or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision (DC 20). If you appear to pose no real threat to the target, you roll with disadvantage.
  • Performance
    • Entertain crowd (requires proficiency): Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. You can improve the crowd’s initial reaction one step (DC 15) or two steps (DC 20). If you fail by 5 or more, the crowd’s initial reaction worsens by one step (for example, from friendly to indifferent, or from indifferent to hostile).
    • Earn a good living (requires proficiency): If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle.
  • Persuasion
    • Make friendly request: When you attempt to influence someone or a group of people with tact, social graces, or good nature, make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include inspiring a crowd of townsfolk (DC 10), convincing a chamberlain to let your party see the local ruler (DC 15), or negotiating peace between warring tribes (DC 20). If your pitch is unconvincing, you roll with disadvantage.

14 January
0Comments

By these (5E) rules I axe!

The Player’s Guide to the World of Xoth for 5E contains character creation rules, including races and cultures, new classes, new equipment, new spells, and so on.

Here are some additional 5E house rules for my own campaigns:

Ability Scores

  • A high Intelligence score gives bonus languages (and a low Intelligence score reduces the number of languages you know)
  • You can choose to add your Intelligence bonus to Initiative instead of your Dexterity bonus

Feats

  • The following feats are considered overpowered and therefore banned
    • Lucky
    • Sharpshooter
    • Great Weapon Master

Skills

  • Wisdom (Perception) is used to detect creatures (only), and Intelligence (Investigation) is used to detect traps and secret doors
  • See also 5E skills and how to use them for specific details on skill usage

Combat

  • Flanking: This gives a +1 bonus to attack rolls against the flanked creature.
  • Standing up from prone: You suffer disadvantage on attacks on the creature that pushed you down, if it is still within 5 feet of you, for the duration of your turn.
  • Picking up weapon from ground after disarm: You suffer disadvantage on attacks on the creature that disarmed you, if it is still within 5 feet of you, for the duration of your turn.

Damage and Healing

  • If you are knocked down to 0 hp and then get back to positive hp (through healing or by rolling a 20 on a death save), you gain a level of exhaustion.
  • When you roll a natural 20 and score a critical hit, the first damage die deals maximum damage. Roll normally for additional damage dice.
  • If you suffer a critical hit, you can use a reaction to turn it into a normal hit by sacrificing a (medium) shield or a (non-light) melee weapon. You must be holding the item when you are hit, and the item is destroyed.
  • Options for using a healing potion:
    • Drink as a bonus action (roll normally for hit points restored)
    • Drink as an action (max result on all potion dice, ie a regular healing potion restores 10 hit points)
    • Administer to another creature as an action (roll normally for hit points restored)

Resting

  • A long rest restores all Hit Dice (not just half your Hit Dice as per the standard rules).
  • Some areas (a swamp filled with biting insects, a dungeon with roaming undead, etc) may not offer sufficient tranquility to provide any benefits of a long rest. In other words, a long rest requires a fairly friendly and safe environment, such as a fortress or a tavern or at a minimum a fortified camp. The GM decides on a case-by-case basis.

Magic

  • See the “Sorcery” chapter in the Player’s Guide (link at the top of this blog post) Pfor details on changes to magic and spellcasting.
  • Some additional house rules:
    • Levitate: An unwilling target is allowed a new saving throw each round.