Inept Wizard

Playing the Game

This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Swords & Sceptres: The Pulp Fantasy (S&S) is a cooperative tabletop role-playing game in which players assume the roles of fictional characters to undertake adventures within a fantasy world. The typical motivations for these adventures include the pursuit of fame, fortune, or justice; however, the characters’ motivations may often extend beyond these aims.

Your Role

To play S&S, one person has to assume the role of Game Master (GM), while other people (typically two to six) are playing adventurers.

The Game Master

If you decide to be a GM, here is what you will have to do:

  1. World Building and Storytelling. As a GM you create and describe the game world, including its locations, history, and cultures. You develop the plot and introduce the story arcs that the player characters encounter during their adventures.
  2. Non-Player Characters. As a GM you play every creature in the game that the players don’t control, whether it has a stat block or not (see “Kinds of Creature” in “Glossary”). These can include allies, enemies, villagers, merchants, and any other inhabitants of the game world.
  3. Game Mechanics and Rules Arbitration. As a GM you are responsible for knowing and enforcing the rules of the game. You make decisions on how certain rules are applied in specific situations to ensure fair play.
  4. Encounters and Challenges. As a GM you design combat encounters, puzzles, and other challenges that test the skills and abilities of the player characters.

A Player

If you will be a player, here is what you will have to do:

  1. Create Characters. You will create your own character by choosing a race, a class, and other traits. You will develop a backstory and personality for your character. As the game progresses, you will make decisions that affect the development of your character.
  2. Role-Playing. As a player you will assume the role of your character during the game, making decisions and interacting with other characters and the environment as your character would.
  3. Problem-Solving and Strategy. Players work together to overcome challenges, whether they are puzzles, traps, or combat encounters. They must think strategically, using their characters’ abilities and resources effectively to succeed.
  4. Exploration. As a player, you will explore the game world, discovering new locations, interacting with NPCs, and uncovering hidden secrets. Exploration can lead to new adventures and storylines.
  5. Collaborative Storytelling. Players contribute to the unfolding narrative by making choices that influence the story.

The Game Master’s Authority

In many roleplaying games the Game Master is described as the final arbiter of all things — a storyteller whose word overrides any rule, whose rulings answer to nothing, and against whom there is no appeal. S&S rejects this model. Here, the rules are sovereign, and the Game Master administers them rather than standing above them. The GM is a narrator and a judge: she describes the world, adjudicates the uncertain, and gives voice to everything the players do not control — but she is bound by the same rules as everyone at the table, and “because I am the Game Master” is never, by itself, a valid reason for an outcome.

Rulings and Precedent

No set of rules anticipates everything. When play reaches a situation the rules do not cover, the Game Master rules on it. This is a necessary and ordinary part of running the game — but a ruling in S&S is not a passing act of will. It is precedent.

Once the Game Master rules on an uncovered situation, that ruling stands as the table’s law for every later instance of the same situation. If the Game Master decides that walking on water lets a character cross a lava pool without taking Fire damage, then the next character who tries it gets the same result — and if a later situation reveals the ruling to be absurd (walking on water does not, after all, let one cross a lava flow unharmed, for the lava is still murderously hot), the ruling is not simply reversed by the Game Master’s changed mood. A precedent may be changed only by agreement of the table — Game Master and players — together with a stated reason. “We were wrong, and here is why” changes a ruling. “I have decided otherwise” does not.

Cooperation is Essential

S&S is a cooperative game, which means that each character who joins the adventuring party is an ally to the other characters. The players are obliged not to create characters whose motivation would be to act against other adventuring party members, and do not act in disruptive or antagonistic fashion within the party. The GM should avoid in-game scenarios that would lead to conflicts between characters.

The justification “My character would do that” is insufficient for behaviour that is unkind or harmful towards other party members. In a world where might often equates to right, it is unwise to act maliciously towards one’s allies.

“Civilised men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”

— Robert E. Howard, The Tower of the Elephant

What is Needed for the Game

Games like S&S are sometimes called pen-and-paper role-playing games, meaning that just having a sheet of paper and a pen is enough to get started. A few things are worth having at hand:

  1. Character Sheet. Print one out, or rule your own on a blank sheet. Some GMs bring spares to the table, but bring your own and do not count on it. Everything about your character lives on it.
  2. Pen and Paper. For notes, and for the numbers on the sheet that change.
  3. A Set of Dice. A set is seven dice: d4, d6, d8, d10, percentile d10, d12 and d20. Two sets are better than one, since the game often calls for several dice of the same kind at once. Until you own any, the other players will lend you theirs, or a dice-rolling application will serve.
  4. An Adventure. The GM needs one. Published adventures are sold and given away in quantity, and those written for the 5e system run under these rules with little trouble. Or write your own.

Rhythm of Play

The three main pillars of S&S play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern:

  1. The Game Master Describes a Scene. The GM tells the players where their adventurers are and what’s around them (how many doors lead out of a room, what’s on a table, and so on).

  2. The Players Describe What Their Characters Do. The characters mostly stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve her activity. In combat, the characters take turns.

  3. The GM Narrates the Results of the Adventurers’ Actions. Some tasks resolve themselves. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1.

This pattern holds through every session, whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations — particularly combat — the action is more structured, and everyone takes turns.

Exceptions Supersede General Rules

General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise.

The game also includes elements — class features, feats, weapon properties, spells, magic items, monster abilities, and the like — that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.

Structure of the Game Material

S&S is a modular system in three tiers.

  1. Core Rules. The Core Rules encompass the fundamental game mechanics and regulations; they provide baseline character creation options, spells, and equipment.

  2. Supplementary Materials. Supplementary materials augment the Core Rules by adding additional content, such as the Game Master Manual, which includes guidance on content creation within the system.

  3. Setting Material. Setting Material builds upon the Core Rules, detailing the adventure’s universe: the world setting, including geography, geopolitics, history, societal structures, religious beliefs, and deities. There are two types of settings — cosmic and local — with the latter layered atop the former.

  4. Cosmic Setting. This describes the overarching order of the universe in which the adventure occurs. It can encompass large-scale concepts such as planetary structures, creation myths, deities, and alternate planes of existence, if applicable. Its primary purpose is to connect disparate worlds and adventures into a cohesive universe, providing answers to complex questions. S&S offers The Realms of Dumeri as its cosmic setting; however, any compatible cosmic setting may be used.

  5. Local Setting. This pertains to the immediate world where the adventure unfolds, including its history, geography, political landscape, and social institutions.

Setting Material is customary but never required; a straightforward cave exploration adventure can be conducted without a setting, or an adventure featuring city guards confined to a town can omit deeper cosmic context.

Both types of settings may modify or replace character creation options, spells, and equipment from the Core Rules. Generally, integration of content across different settings is discouraged — e.g., using a spell designed for one setting in another — but the Game Master retains final authority on such matters.

  1. Adventure Module. Typically, the Adventure Module overlays the Core Rules and Setting Materials to describe the specific adventure scenario facing the player characters, including objectives, challenges, antagonists, and allies.

Rolling Edition

The S&S game system does not have numbered editions or revisions, nor does it publish errata. Instead, game materials are released on a rolling basis. Any corrections, rebalancing, revisions, or new content are incorporated immediately into the current ruleset upon release. Game Masters and players can track updates via a changelog.

In cases of disagreement over different iterations, GMs and players are encouraged to preserve a snapshot of the rules prior to a particular update and use that version for their campaigns, or to fork (copy) a specific snapshot and merge only mutually agreed-upon changes, along with their own revisions and content.

The Six Plus One Abilities

All creatures — player characters, monsters, and NPCs — have six abilities that measure physical and mental characteristics: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. In addition, player characters have an additional ability — Luck. Abilities are described in the Ability Descriptions table.

Ability Descriptions
Ability Score Measures
Strength Physical might
Dexterity Agility, reflexes, and balance
Constitution Health and stamina
Intelligence Reasoning and memory
Wisdom Insightful decision making
Charisma Confidence, poise, and charm
Luck Likelihood of favourable events

Ability Scores

Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarises what the scores mean.

Ability Scores
Score Measures
1 This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
2–9 This represents a weak capability.
10–11 This represents the human average.
12–19 This represents a strong capability.
20 This is the highest an adventurer’s score can go unless a feature says otherwise.
21–29 This represents an extraordinary capability.
30 This is the highest a score can go.

Ability Modifiers

Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.

The ability modifier can be calculated from an ability score using a simple formula:

Ability Modifier = (Ability Score − 10) ÷ 2

For example, a Wisdom score of 15 gives (15 − 10) ÷ 2 = 2.5, and so a modifier of +2.

Round Down

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.

D20 Tests

When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps:

  1. Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described below), you roll two d20s, but you use the number from only one of them — the higher one if you have Advantage or the lower one if you have Disadvantage.
  2. Add Modifiers. Add these modifiers to the number rolled on the d20:
    • The Relevant Ability Modifier. “Playing the Game” explains which ability modifiers to use for various D20 Tests.
    • Skill Rank If Relevant. Player characters add their Skill Rank to corresponding skill, attack, or item they want to use. See “Skill Rank” below.
    • Your Luck and Save Bonus on a Saving Throw. You add your Luck modifier to every saving throw, and your Save Bonus as well on a save you have a Knack for. See “Saving Throws” below.
    • A Monster’s Proficiency Bonus If Relevant. A monster adds its Proficiency Bonus to skills, attacks, and saving throws it is proficient with. Player characters never use it. See “Proficiency” below.
    • Circumstantial Bonuses and Penalties. A racial bonus, a class feature, a spell, or another rule might give a bonus or penalty to the die roll.
  3. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armour Class (AC), which appears on a character sheet or in a stat block.

Ability Checks

An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.

The GM Calls for Rolls

Players declare actions in the fiction. The GM decides if a roll is required and which test applies. Players do not initiate rolls (“I roll Investigation”); they describe intent (“I search the cart”) and the GM adjudicates.

Ability Modifier

An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use.

Ability Check Examples
Ability Make a Check To...
Strength Lift, push, pull, or break something
Dexterity Move nimbly, quickly, or quietly
Constitution Push your body beyond normal limits
Intelligence Reason or remember
Wisdom Notice things in the environment or in creatures’ behaviour
Charisma Influence, entertain, or deceive
Skill Rank

Add your Skill Rank to an ability check when the GM determines that a skill is relevant to the check, and you have invested Skill Points in that skill. For example, if a rule refers to a Strength (Athletics) check, you can add your Skill Rank to the check if you have invested Skill Points in the Athletics skill. See “Skill Rank” below for more about Skill Ranks.

Proficiency Bonus

Player characters have no Proficiency Bonus; monsters use one instead of Skill Rank. They add their Proficiency Bonus to an ability check when the GM determines that a skill proficiency is relevant to the check and they have that proficiency. See “Proficiency” below for more information about skill proficiencies.

Difficulty Class

The Difficulty Class of an ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks.

Typical Difficulty Classes
Task Difficulty DC Example (Skill Used)
Straightforward 0 Recall your own name (History)
Very easy 5 Tell if someone is angry from tone (Insight)
Easy 10 Climb a rope (Athletics)
Medium 15 Hear muffled voices through a thick wooden door (Perception)
Hard 20 Swim a strong river current (Athletics)
Very hard 25 Pick a well-made iron lock (Sleight of Hand)
Nearly impossible 30 Track a single rider across rocky ground after a day of rain (Survival)
Heroic 35 Leap a 30-foot chasm clad in heavy armour without magical aid (Athletics)
Divine Deed 40 Heal a mortally wounded warrior with only herbs and prayer (Medicine)

Sometimes, there are objectives that appear to be nearly unattainable. Generally, tasks regarded as practically impossible have a Difficulty Class (DC) of 40 or higher. It can be challenging to distinguish between truly impossible and practically impossible tasks in advance. Such accomplishments typically require exceptional skill and favourable circumstances.

The Game Master determines what qualifies as genuinely impossible versus practically impossible. Characters with significantly high skill modifiers can achieve extraordinary and seemingly unbelievable feats, often considered to be divine in nature.

The Impossible and the Unbelievable

In S&S, the dice can make miracles happen. The GM sets the DC. You set your courage. Sometimes you prevail. But most of the time you fall. Either way, it’s a story worth telling.

Saving Throws

A saving throw — also called a save — represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a creature you play (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it.

If you don’t want to resist the effect, you can choose to fail the save without rolling.

Ability Modifier

Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. There is no Luck saving throw, though your Luck modifier applies to every save you make.

Saving Throw Examples
Ability Make a Save To …
Strength Physically resist direct force
Dexterity Dodge out of harm’s way
Constitution Endure a toxic hazard
Intelligence Recognise an illusion as fake
Wisdom Resist a mental assault
Charisma Assert your identity
Luck

You add your Luck modifier to every saving throw, whatever ability the save uses. Talent and training decide a great deal, but no one steps out from under a falling beam on merit alone. A monster has no Luck score and adds nothing.

Save Bonus

Your class grants you a Knack in at least two kinds of saving throw (see “Classes” in “Character Creation”). To a save you have a Knack for, add your Save Bonus:

Save Bonus = quarter of your character level, rounded up

A save you have no Knack for is your ability modifier and your Luck modifier, and nothing else. A monster adds its Proficiency Bonus in place of a Save Bonus (see “Proficiency” below).

Example of a Saving Throw

A level 7 rogue with Dexterity 15 and Luck 13 must make a Dexterity saving throw. Her class gives her a Knack in Dexterity saves, so her Save Bonus is 7 ÷ 4 = 2, rounded up. She rolls d20 + 2 (Dexterity) + 1 (Luck) + 2 (Save Bonus). Against a Strength save, which she has no Knack for, she would roll d20 + her Strength modifier + 1.

Difficulty Class

The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability, and Proficiency Bonus or Skill Rank. Monster abilities that call for saves specify the DC.

Attack Rolls

An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armour Class. Attack rolls usually occur in battle, described in “Combat” below, but the GM might also ask for an attack roll in other situations, such as an archery competition.

Ability Modifier

The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.

Attack Roll Abilities
Ability Attack Type
Strength Melee attack with a weapon or an Unarmed Strike
Dexterity Ranged attack with a weapon
Varies Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spellcasting”)

Some features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.

Skill Rank

Every weapon belongs to a weapon group (see “Equipment”), and every spell belongs to a school of magic (see “Spellcasting”). When you attack with a weapon or a spell, add your Skill Rank in the corresponding weapon group or school of magic to the attack roll. See “Skill Rank” below for more about Skill Ranks.

Proficiency Bonus

Non-player characters and creatures add their Proficiency Bonus, instead of their Skill Rank, to their attack roll when attacking with a weapon they are proficient with, as well as when attacking with a spell. See “Proficiency” below for more information about weapon proficiencies.

Armour Class

A creature’s Armour Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block.

Calculating AC. All creatures start with the same base AC calculation:

Base AC = 10 + the creature’s Dexterity modifier

A creature’s AC can then be modified by armour, magic items, spells, and more.

Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.

Rolling 20 or 1

If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” below).

If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC. This is called a Critical Failure (see “Combat” below).

Bastard 20

Sometimes you hit a total of 20 on an attack roll after adding modifiers, but you didn’t roll a natural 20. Around the table, you can call this a “bastard 20.” That way, the GM knows you didn’t score a Critical Hit — it was just ordinary.

Advantage/Disadvantage

Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances.

You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage.

Roll Two D20s

When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18.

They Don’t Stack

If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s.

If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage.

Interactions with Rerolls

When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.

Skill List

The skills are shown on the Skills table, which notes example uses for each skill.

Skills
Skill Ability Example Uses
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt.
Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way.
Arcana Intelligence Recall lore about spells, magic items, and the planes of existence.
Athletics Strength Jump farther than normal, stay afloat in rough water, or break something.
Deception Charisma Tell a convincing lie, or wear a disguise convincingly.
Haggle Charisma Bargain a better price, trade shrewdly, or spot a bad deal.
History Intelligence Recall lore about historical events, people, nations, and cultures.
Insight Wisdom Discern a person’s mood and intentions.
Intimidation Charisma Awe or threaten someone into doing what you want.
Investigation Intelligence Find obscure information in books, or deduce how something works.
Medicine Wisdom Diagnose an illness, or determine what killed the recently slain.
Nature Intelligence Recall lore about terrain, plants, animals, and weather.
Perception Wisdom Using a combination of senses, notice something that’s easy to miss.
Performance Charisma Act, tell a story, perform music, or dance.
Persuasion Charisma Honestly and graciously convince someone of something.
Religion Intelligence Recall lore about gods, religious rituals, and holy symbols.
Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain.
Stealth Dexterity Escape notice by moving quietly and hiding behind things.
Streetwise Intelligence Navigate the hidden life of town streets.
Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.
Luck Application Example: The Padlock

Luck has no associated skills, and there is no Luck saving throw, though your Luck modifier applies to every save you make (see “Saving Throws”). Beyond that, the GM may call for a Luck test when an outcome hinges on fortune rather than talent. Roll d20 + Luck modifier against a DC set by the GM. You never add Skill Rank or Proficiency to a Luck test.

The adventurers have stormed the Witches’ Tower. After slaying the last hag, they climb to the topmost chamber. In the gloom, they find a six-year-old boy imprisoned in a heavy iron cage.

Paladin (Player): “We never found the key. Maybe the witches forgot to lock the padlock? Can I check?”

GM (thinking): The cage was meant to be secure. But the paladin is asking for a chance, not a certainty. This feels like sheer fortune. “All right — roll a Luck test.”

Paladin rolls. Natural 20.

GM: “By some odd oversight, the shackle was never pushed fully through. The padlock clicks open with a touch. The boy stares at you as the cage swings wide.”

In this way, a Luck check doesn’t replace planning or skill. Instead, it lets the GM answer daring, provocative, or whimsical player requests with the hand of fate.

Skill Rank

You may have a Skill Rank for each skill, armour, weapon group, magic school, or discipline. The Skill Rank reflects the level of formal training and expertise you have achieved in that area. When you create a new player character, all Skill Ranks are at zero.

Skill Points

Your starting Skill Point number is determined at character creation: some races, a class, some Upbringing feats, and other options (see “Character Creation”) provide the starting Skill Point number. Each time you gain a level, you receive additional Skill Points, the number of which is set by your class and your Intelligence modifier (minimum of 1).

Gaining a Skill Rank

To gain a Skill Rank, the player has to invest Skill Points into the skill, armour, weapon group, magic school, or discipline. If the player character has a Knack for it, then 2 Skill Points may be invested to gain an additional +1 bonus. If the player character doesn’t have a Knack for it, then the cost of a +1 bonus is 4 Skill Points. You can never have a Knack for a discipline, so a rank in one always costs 4.

Your maximum Skill Rank in something you have a Knack for is your character level divided by two, rounded up. The maximum rank in something you have no Knack for is your character level divided by four, rounded up, to a maximum of +5.

Your Skill Rank therefore reaches +10 at level 20; a rogue’s Skill Rank Expertise raises that ceiling in the skills it names (see “Classes” in “Character Creation”), and you raise it further as you advance beyond level 20 (see “Level Advancement” in “Character Creation”).

Knack

Your Knacks are determined at character creation (see “Character Creation”). A race, a class, and other features provide your Knacks.

Discipline

A discipline is a trained capacity that is not a skill. It has no associated ability, and no ability modifier is ever added to it. You have a discipline only if a feat or other feature grants it to you, and until then you cannot invest Skill Points in it.

You never have a Knack for a discipline, and nothing can grant you one.

A discipline has no use of its own. What your rank in it does is set by the feature that granted it, and by any later feature that names it. Since a discipline is never relevant to an ability check, it is never rolled, it has no Passive value, and it can neither be Helped nor opposed.

Using a Skill Rank

Skills

Most ability checks involve using a skill. The descriptions of the actions you take (see “Activities” below) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.

If you have a Skill Rank in a skill, you apply it to ability checks involving that skill. Without a Skill Rank in a skill, you can still make ability checks involving it but add nothing. For example, if you try to climb a cliff, the GM might ask for a Strength (Athletics) check. If you have a Skill Rank in Athletics, you add it to the Strength check. If you lack that Skill Rank, you make the check without it.

Equipment

You may have a Skill Rank for various weapons and armour from your race, class, and background. There are two categories of equipment for which you can have a Skill Rank:

Weapons. Anyone can wield a weapon, but Skill Rank makes you better at wielding it. If you have a Skill Rank with a weapon category, you add your Skill Rank to attack rolls you make with the weapon from that category (see “Equipment”).

Armour. You can wear any armour, but Skill Rank allows you to wear it without penalties, and armour provides additional Resistance Points to the physical damage (see “Resistance Points”). The exact effects of how Skill Rank affects the armour vary by the armour type (see “Equipment”).

Spells

Spells are divided into schools of magic. If you have a Skill Rank in a school of magic, you cast spells from that school better. Usually, it means two things:

  1. Attack Bonus. When casting a spell that requires an attack roll, you add your Skill Rank to that roll.
  2. Spell Save DC. If a spell compels another creature to make a saving throw, the spell save DC is calculated as follows: Spell save DC = 8 + your spellcasting ability modifier + your Skill Rank in the corresponding school of magic

For more information, see “Spellcasting”.

Proficiency

A monster has a Proficiency Bonus, which reflects the impact that training has on the creature’s capabilities. It is based on the monster’s Challenge Rating, as shown on the Proficiency Bonus table. A player character has no Proficiency Bonus at all.

Proficiency Is for Monsters

A player character never adds a Proficiency Bonus to anything. Her training is bought as Skill Rank, and her saving throws rest on her class’s Knacks and her Luck. The Proficiency Bonus table is the Game Master’s tool for running creatures.

The bonus is applied to a D20 Test when a monster has proficiency in a saving throw, in a skill, or with an item that it uses to make the D20 Test. It is also used for a monster’s spell attacks and for calculating the DC of saving throws for its spells.

Training for Heroes, Simplicity for Savages

For adventurers, training is measured in Skill Ranks, and saving throws in a Save Bonus. For monsters, simplicity rules — they use proficiency for all of it.

Proficiency Bonus
CR Bonus
Up to 4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29–30 +9
The Bonus Doesn’t Stack

Proficiency Bonus can’t be added to a die roll or another number more than once.

Determining Proficiencies

A monster’s saving throw, skill, and other proficiencies appear in its stat block.

Saving Throw Proficiencies

A monster proficient in a saving throw adds its Proficiency Bonus to saves that use that ability, as noted in its stat block.

You have Knacks instead. Each class grants a Knack in at least two kinds of saving throw, representing that class’s training in evading or resisting certain threats, and to those saves you add your Save Bonus (see “Saving Throws”). A wizard, for example, has Knacks in Intelligence and Wisdom saves; she trains to resist mental assault.

Skill Proficiencies

If a monster is proficient in a skill, the monster applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a monster can still make ability checks involving that skill but doesn’t add its Proficiency Bonus.

Equipment Proficiencies

A monster gains proficiency with various weapons from its stat block. If a monster has proficiency with a weapon, it adds its Proficiency Bonus to the attack rolls it makes with that weapon.

Different Skill Usage

Passive Skill

When the GM wants to know whether a character notices or achieves something without a roll, she uses that character’s Passive Skill. A Passive Skill represents steady competence, or how good you are at something when you are not actively trying.

Passive Skill = 10 + relevant Ability Modifier + Skill Rank (or + Proficiency Bonus for monster if it is proficient in skill).

If you would normally roll with Advantage, add 5. If you would normally roll with Disadvantage, subtract 5.

The passive skill used most often is Passive Perception, which reflects how much of your surroundings you notice without taking an Action to look.

Examples of Passive Skills
  • An archer with Wisdom +3 and Perception Rank +2 has a Passive Perception of 15. If a trap has a DC of 15 or lower, she spots it automatically without rolling or taking the Search action to look for traps (see “Activities”).
  • A rogue with Charisma +2 and Haggle Rank +3 has a Passive Haggle of 15. The GM may decide that she automatically recognises when a price is outrageous.

Opposed Checks

Sometimes two creatures are in direct competition, with only one able to succeed. In such situations, the GM requests an Opposed Check. Both parties roll a d20 and add their relevant modifiers (such as Ability Modifier, Skill Rank, or Proficiency Bonus, if applicable). The higher total determines the winner, while the lower total results in a failure. In the event of a tie, the creature with the higher skill modifier prevails. If these scores are the same, a creature with the highest Skill Rank (or Proficiency Bonus) wins. If those scores are still identical, a re-roll is conducted to break the tie.

Examples of Opposed Checks
  • A rider tries to keep her seat on an untamed horse that is bucking to throw her off: the rider rolls Dexterity (Acrobatics) against the horse’s Dexterity (Acrobatics).
  • A rogue attempts to sneak past a sentry: the rogue rolls Dexterity (Stealth) against the sentry’s Wisdom (Perception).

Checks without a Roll

Sometimes success is only a matter of patience. If no real threat is pressing, and failure carries no meaningful penalty, the GM may allow a creature to succeed without rolling. This is called taking 10 or taking 20.

Taking 10

When not threatened or distracted, and when sufficient time is available, you can choose to take 10 on an Ability Check. This means the check result is as if you have rolled a 10 on the d20.

The GM decides if this option applies, but generally it is allowed when:

  • You can safely make several attempts.
  • A failed attempt does not impose penalties.
  • The time required is usually twice as long as making a single rolled check.
Examples of Taking 10
  • A rogue is picking a lock in a dungeon that has already been cleared of monsters. Since there is no pressure and no consequence for failing, the GM allows the rogue to take 10 on Dexterity (Sleight of Hand) check.
  • The tower was cleared earlier, and no enemies are around. The knight isn’t rushing, and is confident in her Strength, so the GM lets her take 10 on the Strength (Athletics) check.
Taking 20

When an ability check is performed as part of downtime activity, and there is no penalty for failure, the GM may allow you to take 20. This means the result is as if you have rolled a natural 20 on the d20.

The GM decides if this option applies, but generally it is allowed when:

  • The task is performed during downtime.
  • The task has no penalty on failure.
  • The task does not consume limited resources — or the character has enough resources to attempt it at least 20 times.
Examples of Taking 20
  • A wizard spends a week brewing an alchemical potion, with an abundance of ingredients at hand.
  • A cleric carves wooden toys during winter evenings, when wood scraps are plentiful and time is no concern.

Group Checks

Sometimes the entire party attempts the same task together. Instead of resolving each check individually, the GM may call for a Group Check. A Group Check represents the combined effort of the adventurers, where success or failure depends on the average performance of the group.

To make a Group Check, each participating character rolls the appropriate ability check. Add together all the results and divide the sum by the number of participants. Round down to the nearest whole number. Compare this average to the task’s DC to determine success.

Combined Efforts

An Ability Check that has already been resolved by one PC cannot be attempted again by another. If an additional PC wishes to attempt the same task, it is treated as a Group Check involving all PCs trying. For example, if a Rogue attempts to lockpick a door and fails, that particular check is considered resolved. If a second player attempts the same task, it is regarded as both characters acting collaboratively on the same task, requiring a Group Check. In this context, the second player makes an Ability Check, and the average of both checks is used to determine the overall success of the task.

Examples of Group Checks
  • The adventurers must sneak across an old rope bridge while goblins patrol below. Each character rolls Dexterity (Stealth). Their results are totalled and divided by the number of adventurers. If the average equals or beats the goblins’ Passive Perception, the party gets across unseen.
  • The group bands together to raise an iron portcullis before the chamber floods. Each character rolls Strength (Athletics). The average result is compared against the DC. Success means the gate is lifted; failure means it stays stuck.

Helping Another Creature

Adventurers often succeed by working together. You can assist an ally with a skill check or to distract an enemy in combat. Several creatures may attempt to help with the same skill check, or distract the same enemy. If more than one helper succeeds, their bonuses are cumulative.

Assisting with a Skill Check

You can help another creature perform a skill check if you are capable in that skill.

  1. Declare Before the Roll. You must decide to help before the assisted creature rolls.
  2. Minimum Training. You must have at least +2 Skill Rank in the skill being attempted.
  3. Helping Roll. Roll 1d20:
    • 10 or higher: Your assistance is effective. The assisted creature adds half your Skill Rank to their roll.
    • 9 or lower: Your help fails; the assisted creature gains no benefit.
    • 1: You hinder the attempt. The assisted creature subtracts half your Skill Rank from their roll.
Example of Helping with Skill Check
  • A rogue with Sleight of Hand +5 tries to pick a lock. The knight, with Sleight of Hand Rank +2, decides to help. She rolls 1d20 and gets an 11. Since this is above 10, the rogue adds +1 (half of 2) to her check.

Distracting an Enemy

You can spend your Action to distract an enemy at melee range, giving your allies an opening.

  1. Melee Range. You must be adjacent to the enemy you want to distract.
  2. Distraction Roll. Roll 1d20:
    • 10 or higher: The enemy is distracted. Until the start of your next turn, your allies add your Luck modifier, to a minimum of +1, to their attack rolls against that enemy. A creature that has no Luck score grants +1.
    • 9 or lower: The enemy is not distracted.
    • 1: The distraction backfires, and the enemy can immediately make an Opportunity Attack against you.
Example of Distracting an Enemy
  • A knight closes in on an ogre and spends her Action to distract it. She rolls a 14 on the d20. The ogre is distracted, and the knight’s allies add +2, her Luck modifier, to attack rolls against the ogre until the knight’s next turn.

Activities

When you do something in the game, you typically take an Activity. The game outlines five primary Activity categories: Movement, action, Bonus Action, Reaction, and Free Action; each category may include various types of options you can undertake. Typically, during combat, all creatures take turns in their initiative order and can take only one option from each primary Activity category per turn, as explained in the example below.

For example, during combat, a Paladin character on her turn may: move closer to an enemy as her Movement, draw a sword as her Free Action, attack an enemy as her Attack action, and cast Divine Strike as her Bonus Action, but she cannot do anything else. Later, during the same round, when an enemy takes its turn, should it decide to move away from the Paladin, the Paladin may take an Opportunity Attack as her Reaction.

You can take one Activity from each category on your turn, but only one Action: at any given moment you’re doing one clear thing; you can sequence actions, but not perform two simultaneously. When exploring a dungeon you can’t simultaneously use the Search action to look for traps and use the Help action to aid another character who’s trying to open a stuck door (with the Utilise action). If you want to help another character, you must stop looking for traps, before you give aid.

Outside of combat, however, the turn order in the game is usually not applied, and the action economy is more lax.

For instance, outside of combat, a Rogue character might declare: “I want to negotiate a price for this amulet, and if the merchant isn’t willing to lower the price, then I will attempt to steal it.” Her plan involves several actions to be completed for success communicated at once; however, once communicated, the player controlling the Rogue role-play how she carries out these activities — the player and GM initiate then a role-playing scene that covers both the haggling and the act of thievery, with the GM requesting the necessary Ability Checks as appropriate.

Movement

A Movement Activity is explained in “Movement and Position” below.

Actions

The Action table lists the game’s main actions, which are defined in more detail below the table.

Actions
Action Summary
Attack Attack with a weapon or an Unarmed Strike.
Dash For the rest of the turn, give yourself extra movement equal to your Speed.
Disengage Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.
Dodge Until the start of your next turn, attacks against you are harder.
Help Help another creature’s ability check or attack roll, or administer first aid.
Hide Make a Dexterity (Stealth) check.
Influence Make a Charisma (Deception, Haggle, Intimidation, Performance, or Persuasion) check to alter a creature’s attitude.
Magic Cast a spell, use a magic item, or use a magical feature.
Ready Prepare to take an action in response to a trigger you define.
Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
Study Make an Intelligence (Arcana, History, Investigation, Nature, Religion, or Streetwise) check.
Utilise Use a nonmagical object.

Creatures can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.

Attack

When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. See “Combat” below for more information.

Moving between Attacks. If you move on your turn and have a feature that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.

If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.

Disengage

If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn. See “Combat” below for more information.

Dodge

If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. See “Combat” below for more information.

You lose these benefits if your Speed is 0 or if you have the Petrified condition.

Help

You can take the Help action, to assist another creature. See “Different Skill Usage” above for more information.

Hide

With the Hide action, you try to hide yourself. To do so, you make a Dexterity (Stealth) check while you’re Densely Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

You don’t know whether your hiding attempt was successful. If another creature’s Passive Perception is equal to or higher than your roll, the creature can see you. Otherwise, another creature can’t see you. If your hiding attempt was successful, another creature may take the Search action, in which case it rolls a Wisdom (Perception) check in an Opposed Check against the Dexterity (Stealth) result you rolled while hiding.

You stop being hidden from a particular creature when that creature finds you, or when you make a sound louder than a whisper within its hearing. A creature that has found you knows where you are, but no other creature learns it unless that creature tells another, which takes an Activity on its own turn (see “Free Actions” below).

You stop being hidden from every creature when you make an attack roll, when you cast a spell with a Verbal component, or when you are no longer Densely Obscured or behind Three-Quarters Cover or Total Cover.

Influence

With the Influence action, you urge a creature to do something. Describe or roleplay how you’re communicating with the creature. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the creature feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the creature’s desires, no ability check is necessary; the creature fulfils your request in a way it prefers.

Unwilling. If your urging is repugnant to the creature or counter to its alignment, no ability check is necessary; it doesn’t comply.

Hesitant. If you urge the creature to do something that it is hesitant to do, you must make an ability check, which is affected by the creature’s attitude: Indifferent, Friendly, or Hostile. The Influence Checks table suggests which ability check to make based on how you’re interacting with the creature. The GM chooses the check, which has a default DC equal to 12 or the creature’s Intelligence score, whichever is higher. On a successful check, the creature does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again.

Influence Checks
Ability Check Interaction
Charisma (Deception) Deceiving a creature that understands you
Charisma (Haggle) Offer a creature (that understands you) something worth of value in exchange
Charisma (Intimidation) Intimidating a creature
Charisma (Performance) Amusing a creature that understands you
Charisma (Persuasion) Persuading a creature that understands you
Wisdom (Animal Handling) Coaxing a Beast or Monstrosity

A creature holds one of the three attitudes given on the Attitudes table, and that attitude bears on the check.

Attitudes
Attitude The Creature Effect on the Check
Friendly Views you favourably You have Advantage on the check
Hostile Views you unfavourably You have Disadvantage on the check
Indifferent Has no desire to help or hinder you None; this is a creature’s attitude unless stated otherwise
Magic

When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.

If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend Magic Points (see “Concentration” and “Magic Points” in “Spellcasting”).

Ready

You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.

When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect (see “Concentration” in “Spellcasting”).

Study

When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.

The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.

Areas of Knowledge
Skill Areas
Arcana Spells, magic items, magical traditions, and certain creatures (Aberrations, Constructs, Elementals, and Fey)
History Historic events and people, ancient civilisations, wars, and certain creatures (Giants and Humanoids)
Investigation Traps, ciphers, riddles, and gadgetry
Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Monstrosities, Oozes, and Plants)
Religion Deities, religious hierarchies and rites, cults, and certain creatures (Celestials, Fiends, and Undead)
Streetwise The black market, local gangs, criminal rumours, fences, safe or unsafe taverns.
Of Beasts and Myths

Some Monstrosities belong to no single lore. In one tale, a minotaur might be the descendant of a soul cursed by the god; in another, a sorcerer’s creation; in yet another, nothing more than a savage beast. Such creatures may be scrutinised with Arcana, Nature, or Religion — the skill depends on the judgment of the GM.

Utilise

When an object requires an action for its use, you take the Utilise action.

Drawing, sheathing, or otherwise readying a weapon, a shield, or any other piece of equipment is never part of another action. It is always a Free Action (see “Free Actions” below).

Bonus Actions

Some feats and spells let you take an additional action on your turn, called a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take, except administering a potion, which is considered a Bonus Action.

You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available.

You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.

Reactions

Certain abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The Opportunity Attack, described below, is the most common type of Reaction.

When you take a Reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the Reaction.

In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction’s description says otherwise.

Free Actions

A Free Action takes almost no time and costs no real physical or mental effort. You can take only one Free Action per turn.

Typical examples of Free Actions include dropping a weapon or held item, sheathing a weapon, drawing a weapon, speaking or shouting no more than five words, or executing a basic interaction with an object. An interaction with an object counts as simple if it needs no ability check, which is another way of saying that it costs no real effort.

Pulling a lever that moves freely is a Free Action; working a jammed one needs the Utilise action. A long speech or a detailed tactical discussion costs your Action, so you cannot debate battlefield manoeuvres with your allies in the middle of a fight.

Social Interaction

During the adventures, player characters meet different people and face monsters. Sometimes such interactions end up with a fight; sometimes creatures would rather talk than fight. In the latter case, it’s time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any non-player characters who are participating.

Social interactions progress through roleplaying and ability checks.

Roleplaying

Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions.

The GM uses an NPC’s personality and your character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger it. A vain dragon laps up flattery.

When interacting with an NPC, pay attention to the GM’s portrayal of the NPC’s personality. You might be able to learn an NPC’s goals and then use that information to influence the NPC.

If you offer an NPC something it wants or play on its sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will likely fail.

Ability Checks

Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC’s response to you. In such situations, the GM will typically ask you to take the Influence action.

Pay attention to your skills when thinking about how you will interact with an NPC; use an approach that relies on your Skill Ranks. For example, if you need a guard to let your group into a castle, and you are not good at Deception, do not try to trick him, and find an approach according to your skills. Or ask your party member who you believe is good at trickery to do it.

Don’t Share Numbers

When playing, never share your absolute Skill Ranks with other players. For instance, don’t say: “My character has +5 Skill Rank in the Deception skill.” Instead, you may say: “My character is pretty good at tricking people,” leaving room for ambiguity and doubt. The Skill Rank figure is only a mechanical reflection of your skill. No one in life measures her own competence to the point, and neither can your character; let the other players form their own opinion of her and of what she can do.

Exploration

Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.

Adventuring Equipment

As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with a Lockpick, and create obstacles for pursuers with Caltrops.

See “Equipment” for rules on many items that are useful on adventures. Please note that equipment listed in the Core Rules serves as a general reference applicable to any adventure. Adventure Settings may expand upon or supersede this equipment list to suit specific scenarios. Always consult your Game Master regarding the available equipment and items for a particular adventure.

Vision, Light, and Senses

Some adventuring tasks — such as noticing danger, hitting an enemy, and targeting certain spells — are affected by sight, so effects that obscure vision can hinder you, as explained below.

Obscured Areas

An area can be Lightly, Densely, or Heavily Obscured. Obscurement limits what can be perceived by sight within it; it applies equally to any creature within the obscured area.

Lightly Obscured. In an area of Dim Light, patchy fog, or moderate foliage, sight functions beyond 10 feet but is unreliable. You can’t discern objects and creatures clearly, seeing shadows and contours instead. You have Disadvantage on any ability check that relies on sight to notice, locate, or study something within the area.

Densely Obscured. In an area of heavy fog, dense foliage, thick smoke, or similar, sight reaches only 5 feet. Within that radius you see normally. Beyond it, sight carries no information: you cannot notice, locate, or study anything by sight, and any ability check that would rely on doing so fails, as there is nothing for your eyes to work with.

Heavily Obscured. In Darkness, magical darkness, or similarly total conditions, sight carries no information at all. You cannot perceive anything by sight anywhere in the area, and any ability check relying on sight automatically fails.

Fighting Without Sight. When you attack a creature you cannot see, you attack with Disadvantage and must target a space you guess it occupies; if you guess wrong, you automatically miss.

Light

The presence or absence of light determines the category of illumination in an area, as defined below.

Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon bathes the land in Dim Light.

Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (except full moon during clear sky), within the confines of an unlit dungeon, or in an area of magical Darkness.

Where the Light Stops

A light source projects a radius of Bright Light, within which a creature sees normally whatever the surrounding conditions. Beyond that radius the ambient obscurement resumes, adding its own near-range allowance: a creature’s clear-sight radius is the light’s radius plus the ambient tier’s allowance. A 30-foot lantern gives clear sight to 40 feet in Dim Light, 35 in Densely Obscured, or 30 in Darkness.

Special Senses

Some creatures have special senses that help them perceive things in certain situations.

Blindsight. Some creatures perceive their surroundings without eyes, ears, or any focused sense organ at all. Their entire body is dimly and uniformly aware — sensing touch, elemental traces, warmth, and pressure across every surface at once. Such creatures are typically simple, organ-less masses: oozes, jellies, fungal growths, and similar formless life.

If you have Blindsight, you perceive your surroundings within a specific range without relying on sight. Within that range you are aware of anything not behind Total Cover, even while you have the Blinded condition or are in Darkness, and you perceive creatures that have the Invisible condition. This perception is dim and undirected: it reveals presence and location but nothing of an object’s colour, markings, or finer detail, and it does not count as a form of sight.

Darkvision. If you have Darkvision, you can see in Darkness within a specified range as if it were Dim Light. You discern colours in that Darkness only as shades of grey.

Hearing. If you have Hearing, you can detect the presence of creatures within a specific range, even without line of sight, provided sound can reach you. Hearing reveals that a creature is present and, when it produces a sound, its precise location — but never what kind of creature it is, and it does not count as a form of sight.

When a creature within range moves, speaks, or takes an action, Bonus Action, Reaction, or Free Action, you pinpoint its location immediately, though not its identity. You lose track of that location by the end of your next turn unless it produces sound again. A creature that stays silent and still cannot be located by Hearing, and a loud environment can obscure or deny it.

Most creatures can hear, but Hearing reflects a superior ability that only rare creatures possess.

Low-Light Vision. If you have Low-Light Vision, you can see in Dim Light within a specified range as if it were Bright Light. You discern all colours in Dim Light.

Scent. If you have Scent, you can detect the presence of creatures within a specific range, even without line of sight, provided air moves freely between you and them. You know only that a creature is present and, if you have previously encountered its kind under conditions that let you connect its scent to its identity, what kind of creature it is; otherwise it registers only as an unidentified living thing. Scent reveals neither the number nor the location of what you detect, and it does not count as a form of sight.

Scent passes through Obscured areas and Total Cover wherever air can reach, but not through sealed barriers, fire, or water, and it is lost while you are exposed to an overpowering odour. Most creatures can smell, but Scent reflects a superior ability that only rare creatures possess.

Tremorsense. A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.

Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.

Interacting with Objects

Interacting with objects is often simple to resolve. The player tells the GM that her character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections, and sometimes interacting with an object may require an ability check, indicating that such interaction requires substantial mental or physical effort.

What Is an Object?

For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.

Time-Limited Object Interactions

When time is short, such as in combat, interactions with objects are governed by Free Action rule. For example, pushing a freely moving button qualifies as a Free Action, whereas attempting to operate a jammed button would require an action. You can perform only one Free Action per your turn.

Finding Hidden Objects

When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.

If you describe your character searching nowhere near a hidden object or a hidden object you search for doesn’t truly exist, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.

Carrying Objects

Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push.

While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet, and you physically cannot carry, drag, lift, or push objects with a weight that exceeds your maximum capacity plus five times your Strength score.

Carrying Capacity
Creature Size Carry Drag/Lift/Push
Tiny STR × 2.5 lb. STR × 5 lb.
Small STR × 3.75 lb. STR × 7.5 lb.
Medium STR × 5 lb. STR × 10 lb.
Large STR × 10 lb. STR × 20 lb.
Huge STR × 20 lb. STR × 40 lb.
Gargantuan STR × 30 lb. STR × 60 lb.

Coin weighs like anything else. A single coin weighs about 0.32 ounces, so 50 coins make a pound. A Medium character with a Strength score of 10 can therefore carry some 7,500 coins and nothing else; clothing, armour, and gear all come out of the same allowance, so the practical figure is far lower.

Breaking Objects

A creature can damage an object with an attack or a spell, given the object is not magical. Because an unattended object does not move or defend itself, an attack against one succeeds automatically; roll only for damage. A moving, held, or awkwardly small object may still require an attack roll at the GM’s discretion, and a truly fragile object may simply break on a single deliberate blow with no roll at all.

An object breaks when reduced to 0 Hit Points. An object’s Hit Points express its toughness — how much punishment it absorbs before it fails — and toughness depends far less on how hard a material is than on how it yields.

Assigning Hit Points. A material that bends, splinters gradually, or holds together as it deforms is tough, and absorbs a great deal of damage before failing — wrought iron dents rather than shatters, and wood’s interwoven fibres arrest a crack before it spreads. A material that is rigid and brittle is the opposite: however hard its surface, it fails all at once when a blow overcomes it — glass and ice are hard enough to scratch steel, yet a single sharp strike shatters them. Hardness resists scratching and wear; it does little to resist destruction. When judging an object’s Hit Points, ask how much force the thing absorbs before it gives way, not how hard its surface is.

Object Hit Points also scale with size. Use the following as a guide, choosing the lower value for brittle or lightly-built objects and the higher for tough, ductile, or heavily-built ones:

Object Hit Points
Size Brittle / Light Tough / Heavy
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, dining table) 5 (1d10) 27 (5d10)

An object larger than Large is broken into Large-or-smaller sections, each tracked on its own; the GM decides whether destroying one section brings down the whole.

Damage Types. A material resists some kinds of harm and yields to others. Bludgeoning shatters and smashes but does not cut; a blade bites wood and rope but rings uselessly off stone. Fire consumes cloth, paper, and wood but does little to metal or stone. A brittle object — glass, ice, pottery — takes double damage from a bludgeoning blow, which exploits its rigidity, while a ductile one like iron shrugs such blows off. Objects ignore Poison and Psychic damage entirely, having nothing for such harm to act upon. The GM applies Resistance Points as the material and the blow suggest.

Massive Objects. Very large or fortified objects — a castle wall, a ship’s hull, an ancient door — may be too solid to whittle down blow by blow. Such an object has a Damage Threshold: any single instance of damage that fails to meet the threshold is ignored entirely, chipping the surface without weakening the whole. Only blows that exceed the threshold — a battering ram, a siege engine, a giant’s fist — make real progress.

No Ability Scores. Unless a rule grants them, an object has no ability scores. It makes no ability checks and automatically fails every saving throw — a thrown vial shatters, an unheld rope is bound, a statue is swept away — unless something is holding, animating, or protecting it.

Travel

During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarise this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below.

If you need to know how fast you can move when every second matters, see the movement rules in “Combat” below.

Who Eats the Trap

The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.

Travel Pace

While travelling outside combat, a group can move at any of the paces shown on the Travel Pace – On Foot table. The table states how far the party covers in a period of time; if riding horses or other mounts, see “Mounts and Vehicles” in “Equipment” for a selection of mounts and their travel paces. Terrain can bar a pace outright, and the GM decides when it does.

Travel Pace – On Foot
Pace Distance Travelled Per …
Minute Hour Day
Pilgrimage 250 feet 3 miles 15 miles
Slow March 300 feet 3.5 miles 17.5 miles
Standard March 350 feet 4 miles 20 miles
Forced March 450 feet 5 miles 25 miles
Messenger’s Run 700 feet 8 miles 40 miles

Each travel pace has a game effect, as defined below.

Pilgrimage. Travelling at a Pilgrimage pace grants Advantage on Wisdom (Perception or Survival) checks given you have Knacks in those skills.

Slow March. Travelling at a Slow March pace doesn’t provide you any benefits or penalties.

Standard March. Travelling at a Standard March pace imposes Disadvantage on Dexterity (Stealth) checks.

Forced March. Travelling at a Forced March is impossible wearing a Heavy Armour. This pace imposes Disadvantage on a traveller’s Wisdom (Perception or Survival), Dexterity (Stealth) checks, and you must carry no more than half your carrying capacity.

Messenger’s Run. To travel at Messenger’s Run pace, your Constitution score must be at least 18 and your Strength score at least 13, and you can carry no more than 5 lb. of items and equipment. You cannot sustain this pace for more than 5 hours. If you travel at this pace for more than an hour, you must make a single Constitution saving throw when you stop, with a DC of 12 + the number of hours travelled at this pace, rounded up. This is not a check made each hour; the toll of the run comes due all at once, when the effort ends. On a success, you have the Weakened condition until you finish a Long Rest. On a failure, you have the Weakened condition, and it ends only after you finish two Long Rests in immediate succession, resting for 16 hours without interruption. If you fail by 5 or more, you also fall Unconscious for 1d4 hours, and that rest cannot begin until you wake.

Combat

When you encounter an enemy, combat begins.

The Order of Combat

A combat encounter is organised into a cycle of rounds and turns. A round represents roughly 6 seconds of elapsed time in the game world.

During a round, each combatant takes a single turn. At the start of combat, you and every other participant roll Initiative to determine the order of turns. Once every combatant has completed its turn, the round ends and the next round begins. Combat continues in this cycle until one side is defeated.

Combat Step by Step

Combat unfolds in these steps:

  1. Establish Positions. The Game Master sets the scene, determining where all the combatants are located. Typically, the adventurers’ marching order is used to determine the formation of player characters, and the GM determines where the adversaries are — how far away and in what direction.

  2. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.

  3. Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends, and this step is repeated until the fighting stops.

Initiative

Initiative determines the order of turns during combat. When combat starts, every combatant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The players roll for their player characters, and the GM rolls for each monster.

For a group of identical creatures, the GM can make one Initiative roll for the whole group: one roll for four goblins, another for two bugbears. Where the monsters are many, the GM can make a single roll for all of them whatever they are, and narrate their turns together.

If non-player characters are included in the adventuring party and participate in combat, the players must determine which player controls each NPC. The controlling player then rolls Initiative on behalf of the NPC under their control.

Surprised. If you are surprised by combat starting, you have Disadvantage on your Initiative roll. For example, if an ambusher starts combat while hidden from an enemy that is unaware combat is starting, that enemy is surprised.

Initiative Order. A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.

Ties. If a tie occurs, a combatant with a higher Dexterity score goes first. If a tie still isn’t resolved, the GM decides the order among tied monsters and NPCs, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.

Your Turn

The main Activities you can take are listed in “Activities” above. A character’s features and a monster’s stat block also provide Activity options. “Movement and Position” below gives the rules for movement.

Ending Combat

Combat ends when one side or the other is defeated, which can mean the creatures are killed, have surrendered, or fled. Combat can also end when both sides agree to end it.

Movement and Position

On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.

Your movement can include climbing, crawling, jumping, and swimming (each explained in “Movement” in “Conditions of Play”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.

However you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.

A character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Movement” in “Conditions of Play” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.

Playing on a Grid

If you play using a square grid and miniatures or other tokens, follow these rules.

Squares. Each square represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. For instance, a Speed of 30 feet equates to 6 squares.

Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 5 feet of movement to enter an unoccupied square that’s orthogonally adjacent to your space, and 7 feet of movement to enter an unoccupied diagonally adjacent square. A square of Difficult Terrain costs twice as much. Other effects might make a square cost even more.

Ranges. To determine the range on a grid between two things — whether creatures or objects — count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

Distances between objects and creatures are not always obvious to the naked eye, least of all when an Area of Effect is involved (see “Areas of Effect” in “Conditions of Play”) — whether a particular goblin stands inside the sphere or the cylinder of a cast spell or outside it. A group that would rather measure than spend a spell on a guess can settle it with a ruler, a pair of callipers or a compass.

Creature Size

A creature belongs to a size category, which determines the width of the square space the creature occupies on a map and effectively controls in combat, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan).

A character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.

Creature Size and Space
Size Space (Feet) Space (Squares)
Tiny 2½ by 2½ feet 4 per square
Small 5 by 5 feet 1 square
Medium 5 by 5 feet 1 square
Large 10 by 10 feet 4 squares (2 by 2)
Huge 15 by 15 feet 9 squares (3 by 3)
Gargantuan 20 by 20 feet 16 squares (4 by 4)
Difficult Terrain

Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.

Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.

Breaking Up Your Move

You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.

Dropping Prone

On your turn, you can give yourself the Prone condition (see “Prone” in “Conditions of Play”) using a Free Action.

Moving around Other Creatures

During your move, you can pass through the space of an ally, a creature that has the Paralysed or Unconscious condition (see “Character Conditions” in “Conditions of Play”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Otherwise, another creature’s space is Difficult Terrain for you.

You can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Prone” in “Conditions of Play”) unless you are Tiny or are of a larger size than the other creature.

Making an Attack

When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you use a weapon, or make an attack roll as part of a spell, an attack has the following structure:

1: Choose a Target. Pick a target within your attack’s range: a creature, an object, or a location.

2: Determine Modifiers. The GM determines whether the target has Cover (see the next section). In addition, spells, special abilities, and other effects can apply Advantage or Disadvantage, penalties or bonuses to your attack roll.

3: Resolve the Attack. Make the attack roll, as detailed above. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

Cover

Terrain and environment features, such as walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.

A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.

Cover
Degree Benefit to Target Offered By …
Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target
Total Can’t be targeted directly An object that covers the whole target

Ranged Attacks

When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike an enemy at a distance. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.

Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can’t attack a target beyond long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult towards an enemy that is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of a target of that attack.

Melee Attacks

A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. Some spells also involve melee attacks.

Reach

A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures and weapons have a reach greater than 5 feet, as noted in their descriptions.

Improvised Weapons

An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A regular weapon also counts as an improvised weapon if it’s wielded in a way contrary to its design; for instance, if you use a Bow to make a melee attack or throw a weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.

Weapon Group. An improvised weapon belongs to the Rigged group, whatever the object is and whatever group it belongs to when wielded as designed.

Skill Rank. Don’t add any of your Skill Ranks to attack rolls with an improvised weapon, except that if you have a Knack for the Rigged weapon group, you can add a Skill Rank for Rigged weapons to that roll.

Damage. On a hit, the weapon deals 1d4 damage of the Bludgeoning, Slashing, or Piercing type appropriate to the object. If you have a Knack for the Rigged weapon group, you can add your Strength or Dexterity modifier to the damage.

Range. If you throw the weapon, it has a normal range of 25 feet and a long range of 40 feet.

Unarmed Strike

Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike — a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.

Whenever you use your Unarmed Strike, choose one of the following options for its effect.

Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Skill Rank in Unarmed. On a hit, the target takes Bludgeoning damage equal to 1d2 plus your Strength modifier.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Skill Rank in Unarmed. This grapple is possible only if the target is the same size as you or smaller, and if you have a hand free to grab it.

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Skill Rank in Unarmed. This shove is possible only if the target is the same size as you or smaller.

Grappling

A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules.

Grappled Condition. Successfully grappling a creature gives it the Grappled condition.

One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple.

Range. The range of a grapple is the reach with which it was made: 5 feet for a grapple made with an Unarmed Strike, and the reach of the body part used for any other.

Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Paralysed, Petrified, or Unconscious condition, or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).

Opportunity Attacks

Combatants watch for enemies to drop their guard. If you move heedlessly past your enemies, you put yourself in danger by provoking an Opportunity Attack.

Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you Teleport (see “Movement” in “Conditions of Play”) or when you are moved without using any of your Activity. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of an enemy’s reach or if you fall past an enemy.

Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.

Mounted Combat

A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting

During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed. For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.

Controlling a Mount

You can control a mount only if it has been trained to accept a rider. Tamed horses and similar creatures have such training.

The Initiative of a controlled mount changes to match yours when you mount it. Directing it takes your action for that turn. The mount then moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

If you don’t spend your action to direct it, the mount carries you but acts as an independent mount for that turn.

In contrast, an independent mount — one that lets you ride but ignores your control — retains its place in the Initiative order and moves and acts as it likes.

Throwing Off

An untamed mount will likely try to throw you off, using every action it takes to do so, unless something (another threat, such as a monster or a dangerous effect) appears to the mount to require priority attention.

When the mount uses an action to throw you off, you and the mount make an Opposed Dexterity (Acrobatics) check. If the mount wins, you fall off and land with the Prone condition in an unoccupied space within 5 feet of it. If you win, you keep your seat.

Falling Off

If an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Prone” in “Conditions of Play”) in an unoccupied space within 5 feet of the mount.

While mounted, you must make the same save if you’re knocked Prone. You make it even against an effect that allows no save of its own, such as the Topple mastery property. On a success you keep your seat and don’t have the Prone condition; on a failure you fall as described above.

If the mount is knocked Prone, you fall off, and land with the Prone condition automatically.

Damage and Healing

Injury and death are frequent threats, as detailed in the following rules.

Hit Points

Hit Points represent an arbitrary measure that reflects a creature’s physical build, endurance, and overall fitness, as well as its mental readiness for conflict and motivation, resilience, and ability to overcome challenges.

Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to the negative value of half your maximum, which is the lowest Hit Points can go.

Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.

If your Hit Points drop below half of your maximum Hit Points value, you’re Bloodied, which has no game effect on its own but which might trigger other game effects.

Damage Rolls

Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.

When attacking with a weapon, you add your ability modifier — the same modifier used for the attack roll — to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll. See “Equipment” for weapons’ damage dice and “Spellcasting” for spells’ damage dice.

Critical Hits

When you score a Critical Hit, the target you hit gains one Injury (see “Critical Rolls” in “Conditions of Play”).

Critical Failures

When you score a Critical Failure, the attack always misses, and a Complication happens instantly (see “Critical Rolls” in “Conditions of Play”).

Saving Throws and Damage

Damage dealt via saving throws uses these rules.

Damage against Multiple Targets

When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast.

Half Damage

Many saving throw effects deal half damage to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.

Damage Types

Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Conditions of Play” and have no rules of their own, but other rules, such as Resistance Points, rely on damage types.

Resistance Points

Every creature and object has a Resistance Point total for each damage type, ranging from −20 to +20. The standard value is 0, and damage of that type is dealt normally. Positive Resistance Points give a chance to shrug the harm off entirely; negative Resistance Points give a chance to suffer it twice over. The rule is the same for every creature.

Whenever you take damage of a type in which your Resistance Points are not 0, roll 1d20 before the damage is applied. A player rolls for her character, and the GM rolls for a monster or an NPC.

Positive Resistance Points. If the roll is equal to or lower than your Resistance Points, you take no damage at all. Otherwise, you take the damage as normal.

Negative Resistance Points. If the roll is equal to or lower than your Resistance Points counted as a positive number, you take double the damage. Otherwise, you take the damage as normal.

Examples of Resistance Points
  • A knight has +5 Resistance Points against Bludgeoning damage. An ogre’s club hits her for 13 damage, so her player rolls 1d20. On a 5 or lower, the knight takes nothing; on a 6 or higher, she takes all 13.
  • The same knight has −5 Resistance Points against Lightning damage. A bolt deals her 18 damage, so her player rolls 1d20. On a 5 or lower, the knight takes 36; on a 6 or higher, she takes 18.
Stacking

Resistance Points from different sources add together. Armour, feats, spells, and enchanted items all contribute to one total for a given damage type, and positive and negative values cancel each other out. However high the sources run, a total can never exceed +20 or fall below −20.

One Roll per Instance

Roll once for each instance of damage. If a single attack or effect deals two types of damage, roll separately for each type, using the Resistance Points that apply to it.

Order of Application

Adjustments to the damage — bonuses, penalties, multipliers, and halving for a successful saving throw — are applied first. The Resistance Points roll is made last, against the final total.

For example, a creature has +5 Resistance Points against Fire damage and is within a magical aura that reduces all damage by 5. A blast deals 28 Fire damage, and the creature succeeds on its saving throw: the damage is first reduced by 5 (to 23), then halved for the successful save (to 11). The GM then rolls 1d20. On a 5 or lower the creature takes nothing, and otherwise it takes 11.

Healing

Hit Points can be restored by magic, potions, other traits and features, or by a Short or Long Rest (see “Resting”).

When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.

Dropping to 0 Hit Points

When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below.

Instant Death

Here are the main ways a creature can die instantly.

Monster or NPC Death. A monster or NPC dies the instant it drops to 0 Hit Points.

Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum.

Massive Damage. When you reach a negative value of half your maximum Hit Points, you die. For example, if your Hit Point maximum is 13, you currently have −5 Hit Points, and you take 1 damage, you drop to −6 Hit Points. You then die, since −6 is a negative value of half of your maximum Hit Points.

Death

A dead creature has no Hit Points and can’t regain them unless it is first revived.

When the creature returns to life, the revival effect determines the creature’s current Hit Points. Unless otherwise stated, the creature returns to life with any conditions of play (such as Conditions, Diseases, or Curses) that were affecting it at death if the durations of those effects are still ongoing.

Character Demise

If your character dies, others might find a magical way to revive your character. Or talk with the GM about making a new character to join the group.

Falling Unconscious

If you reach 0 Hit Points or less, and don’t die instantly, you have the Unconscious condition (see “Unconscious” in “Conditions of Play”) until you regain any Hit Points, and you now face making Death Saving Throws (see below).

Death Saving Throws

Whenever you start your turn with 0 Hit Points or less, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn’t tied to an ability score. You’re in the hands of fate now.

Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilising a Character” below). On your third failure, you die.

The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you gain any positive value of Hit Points or become Stable.

Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you get two successes.

Stabilising a Character

You can take the Help action to try to stabilise a creature with 0 or less Hit Points, which requires a successful DC (10 + the creature’s current Hit Points multiplied by −1) Wisdom (Medicine) check.

A Stable creature doesn’t make Death Saving Throws even though it has 0 or less Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1d4 Hit Points after every 1d6 hours.

Certain spells, traits, or other features allow you to stabilise a creature without a Wisdom (Medicine) check.

Temporary Hit Points

Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below.

Lose Temporary Hit Points First

If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points.

Duration

Temporary Hit Points last until they’re depleted or you finish a Long Rest.

They Don’t Stack

Temporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.

They’re Not Hit Points or Healing

Temporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.

If you have 0 or less Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.

Resting

Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The rules for both are given below.

Short Rest

A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.

When you finish the Short Rest, you gain the following benefits:

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can’t decide to spend an additional Hit Point Die after a roll.

Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.

Interrupting the Rest. A Short Rest is stopped by the following interruptions:

  • Rolling Initiative
  • Casting a spell
  • Taking any damage

An interrupted Short Rest confers no benefits.

Long Rest

A Long Rest is a period of extended downtime — at least 8 hours — available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.

To start a Long Rest, you must have at least 1 Hit Point. When you finish the Long Rest, you gain the following benefits:

Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.

Ability Scores Restored. If any of your ability scores were reduced, they return to normal.

Weakness Removed. If you had the Weakened condition, it is removed, unless the effect that put it on you states otherwise.

Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.

Interrupting the Rest. A Long Rest is stopped by the following interruptions:

  • Rolling Initiative
  • Casting a spell
  • Taking any damage
  • Any physical exertion

If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest.

You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.