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Sample DCs. A table at the end of each section lists
activities that a tool can be used to perform, and sug-
gested DCs for the necessary ability checks.
ALCHEMIST’S SUPPLIES
Alchemist’s supplies enable a character to produce use-
ful concoctions, such as acid or alchemist’s fire.
Components. Alchemist‘s supplies include two glass
beakers, a metal frame to hold a beaker in place over
an open flame, a glass stirring rod, a small mortar and
pestle, and a pouch of common alchemical ingredients,
including salt, powdered iron, and purified water.
Arcana. Proficiency with alchemist’s supplies allows
you to unlock more information on Arcana checks in—
volving potions and similar materials.
Investigation. When you inspect an area for clues,
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that
might have been used in the area.
Aichemicai Crafting. You can use this tool proficiency
to create alchemical items. A character can spend
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to
make a check using the indicated skill with advantage.
As part of a long rest, you can use alchemist’s supplies
to make one dose of acid, alchemist’s fire, antitoxin,
oil, perfume, or soap. Subtract half the value of the cre—
ated item from the total gp worth of raw materials you
are carrying.
ALCHEMIST’S SUPPLIES
Activity DC
BREWER’S SUPPLIES
Create a puffofthick smoke 10
Identify a poison 1O Activity DC
Identify a substance 15 Detect poison or impurities in a drink 10
Start a fire 15 Identify alcohol 15
Neutralize acid 20 Ignore effects ofalcohol 20
i ‘. i i i"? if 15! ".33 ii i i “-ft' 3 Li .‘Hi .5. FIE—i- l-ii‘ 3‘1 T" .1' i. I l ..‘-
Arcana and History. Your expertise lends you ad
ditional insight when examining metal objects, such
as weapons.
Investigation. You can spot clues and make deduc—
tions that others might overlook when an investigation
involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame
hot enough to make metal pliable, you can restore 10 hit
points to a damaged metal object for each hour of work.
SMITH’s TOOLS
Activity DC
Sharpen a dull blade 10
Repaira suit oiarmor lS
Sunder a nonmagical metal object 15
THIEVES’ TOOLS
Perhaps the most common tools used by adventurers,
thieves’ tools are designed for picking locks and foiling
traps. Proficiency with the tools also grants you a gen-
eral knowledge of traps and locks.
Components. Thieves’ tools include a small file, a set
Of lock picks, a small mirror mounted on a metal handle,
a set of narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight
when answering questions about locations that are re-
nowned for their traps.
Investigation and Perception. You gain additional in-
sight when looking for traps, because you have learned
a variety of common signs that betray their presence.
Seta Trap. just as you can disable traps, you can also
POTTER’S TOOLS set them. As part of a short rest, you can create a trap
Potter’s tools are used to create a variety of ceramic Ob- using items you have on hand. The total of your check
jects, most typically pots and similar vessels. becomes the DC for someone else’s attempt to discover
Components. Potter’s tools include potter’s needles, or disable the trap. The trap deals damage appropriate
ribs, scrapers, a knife, and calipers. to the materials used in crafting it (such as poison or a
History. Your expertise aids you in identifying ce' weapon) or damage equal to half the total of your check,
ramic objects, including when they were created and whichever the DM deems appropriate.
their likely place or culture of origin.
Investigation, Perception. You gain additional insight THIEVES’ TOOLs
when inspecting ceramics, uncovering clues others Activity DC
would overlook by spotting minor irregularities. Pick a lock Varies
Reconstruction. By examining pottery shards, you
Disable a trap Varies
can determine an object’s original, intact form and its
likely purpose.
TINKER’S TOOLS
A set of tinker’s tools is designed to enable you to repair
POTTER’S TOOLS
many mundane objects. Though you can’t manufacture
Activity DC much with tinker’s tools, you can mend torn clothes,
Determine what a vessel once held 10 sharpen a worn sword, and patch a tattered suit of
Create a serviceable pot 15 chain mail.
Find a weak point in a ceramic Object 20 Components. Tinker’s tools include a variety of hand
tools, thread, needles, a Whetstone, scraps of cloth and
SMITH’S TOOLS leather, and a small pot of glue.
Smith’s tools allow you to work metal, heating it to History. You can determine the age and origin of ob-
alter its shape, repair damage, or work raw ingots into jects, even if you have only a few pieces remaining from
useful items. the original.
Components. Smith’s tools include hammers, tongs, Investigation. When you inspect a damaged ob-
charcoal, rags, and a Whetstone. ject, you gain knowledge of how it was damaged and
how long ago.
Repair. You can restore 10 hit points to a damaged ob—
ject for each hour of work. For any object, you need ac-
SPELLCASTING
cess to the raw materials required to repair it. For metal This section expands on the spellcasting rules pre—
objects, you need access to an open flame hot enough to sented in the Player's Handbook and the Dungeon Mas-
make the metal pliable. ter’s Guide, providing clarifications and new Options.
CONE TEMPLATE
AREAS OF EFFECT ON A GRID
The Dungeon Master’s Guide includes the following
short rule for using areas of effect on a grid.
Choose an intersection of squares as the point of
origin of an area of effect, then follow the rules for that
kind of area as normal (see the “Areas of Effect" section
in chapter 10 of the Player’s Handbook). If an area of ef—
fect is circular and covers at least half a aware, it affects , _
that square. I'
That rule works, but it can require a fair amount of
on-the-spot adjudication. This section offers two alterna-
tives for determining the exact location of an area: the
template method and the token method. Both of these
methods assume you’re using a grid and miniatures of
some sort. Because these methods can yield different DIAGRAM 2.2:
results for the number of squares in a given area, it’s SPHERE TEMPLATE
not recommended that they be combined at the table—
choose whichever method you and your players find eas-
ier or more intuitive.
TEMPLATE METHOD
The template method uses two—dimensional shapes
that represent different areas of effect. The aim of the
method is to accurately portray the length and width
of each area on the grid and to leave little doubt about
which creatures are affected by it. You’ll need to make
these templates or find premade ones.
Making a Template. Making a template is simple. Get
a piece of paper or card stock, and cut it in the shape of
the area of effect you’re using. Every 5 feet of the area _ DIAGRAM 2.3: SQUARE
equals 1 inch of the template’s size. For example, the ARM US‘NG TOHENS
20-foot—radius sphere of the fireball spell, which has a
40—foot diameter, would translate into a circular tem—
plate with an 8-inch diameter.
Using a Template. To use an area-of—effect template,
apply it to the grid. If the terrain is flat, you can lay it on
the surface; otherwise, hold the template above the sur-
face and take note of which squares it covers or partially
covers. If any part of a square is under the template, that
square is included in the area of effect. If a creature’s
miniature is in an affected square, that creature is in
the area. Being adjacent to the edge of the template
isn't enough for a square to be included in the area of
effect; the square must be entirely or partly covered by
the template.
You can also use this method without a grid. If you do
so, a creature is included in an area of effect if any part Dmennm 21:: Somme
AREA WITH TOTAL Covert
of the miniature’s base is overlapped by the template.
When you place a template, follow all the rules in the Using Tokens. Every 5-foot square of an area of effect
Player’s Handbook for placing the associated area of becomes a die or other token that you place on the grid.
effect. If an area of effect, such as a cone or a line, origi- Each token goes inside a square, not at an intersection
nates from a spellcaster, the template should extend out of lines. If an area’s token is in a square, that square is
from the caster and be positioned however the caster included in the area of effect. It’s that simple.
likes within the bounds of the rules. Diagrams 2.3 through 2.6 show this method in action,
Diagrams 2.1 and 2.2 show the template method using dice as the tokens.
in action. Circles. This method depicts everything using
squares, and a circular area of effect becomes square in
TOKEN METHOD it, whether the area is a sphere, cylinder, or radius. For
The token method is meant to make areas of effect instance, the 10-foot radius of flame strike, which has a
tactile and fun. To use this method, grab some dice or diameter of 20 feet, is expressed as a square that is 20
other tokens, which you’re going to use to represent your feet on a side, as shown in diagram 2.3. Diagram 2.4
areas of effect. shows that area with total cover inside it.
Rather than faithfully representing the shapes of the Cones. A cone is represented by rows of tokens on the
different areas of effect, this method gives you a way to grid, extending from the cone’s point of origin. In the
create square-edged versions of them on a grid easily, as rows, the squares are adjoining side by side or corner to
described in the following subsections. corner, as shown in diagram 2.5. To determine the num-
ber of rows a cone contains, divide its length by 5. For STEP 3: DETERMINE NUMBERS AND
example, a 30-foot cone contains six rows.
CHALLENGE RATINGS
Here’s how to create the rows. Starting with a square
adjacent to the cone’s point of origin, place one token. The process for building fights that feature only one leg-
The square can be orthogonally or diagonally adjacent endary monster is simple. The Solo Monster Challenge
to the point of origin. In every row beyond that one, Rating table shows you which challenge rating (CR) to
place as many tokens as you placed in the previous row, use for a legendary creature opposing a party of four to
plus one more token. Place this row’s tokens so that six characters, creating a satisfying but difficult battle.
their squares each share a side with a square in the For example, for a party of five 9th~level characters, a
previous row. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounter.
point of origin, you’ll have one more token to place in the For a more perilous battle, match up the characters
row; place it on one end or the other of the row you just with a legendary creature whose challenge rating is 1 or
created (you don’t have to pick the side chosen in dia— 2 higher than optimal. For an easy fight, use a legendary
gram 2.5). Keep placing tokens in this way until you’ve creature whose challenge rating is 3 or more lower than
created all of the cone’s rows. the challenge rating for an optimal encounter.
Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6. SOLo MONSTER CHALLENGE RATlNG
Party Size—
Character
ENCOUNTER BUILDING Level 6 Characters 5 Characters 4 Characters
This section introduces new guidelines on building com- lst 2 2 1
bat encounters for an adventure. They are an alternative 2nd 4 3 2
to the rules in “Creating Encounters” in chapter 3 of the
3rd 5 4 3
Dungeon Master’s Guide. This approach uses the same
4th 6 5 4
math that underlies the rules presented in that book, but
it makes a few adjustments to the way that math is pre- 5th 9 8 7’
sented to produce a more flexible system. 6th 10 9 8
This encounter—building system assumes that, as DM, 7th 11 1O 9
you want to have a clear understanding Of the threat 8th 12 11 10
posed by a group Of monsters. It will be useful to you if 9th 13 12 11
you want to emphasize combat in your adventure, ifyou
10th 14 13 12
want to ensure that a foe isn't tOO deadly for a group Of
11th 15 14 13
characters, and if you want to understand the relation-
12th 17 16 15
ship between a character’s level and a monster’s chal-
lenge rating. 13th 13 1? 16
Building an encounter using these guidelines follows 14th 19 18 17
a series of steps. 15th 20 19 13
16th 21 20 19
STEP 1: ASSESS THE CHARACTERS
17th 22 21 20
To build an encounter using this system, first take stock 22 21 20
18th
of the player characters. "This system uses the charac-
19th 23 22 21
ters’ levels to determine the numbers and challenge
20th 24 23 22
ratings of creatures you can pit them against Without
making a fight too hard or too easy. Even though char-
acter level is important, you should also take note Of If your encounter features multiple monsters, balanc-
each character’s hit point maximum and saving throw ing it takes a little more work. Refer to the Multiple
modifiers, as well as how much damage the mightiest Monsters tables, which are broken up by level ranges,
characters can deal with a single attack. Character level providing information for how to balance encounters for
and challenge rating are good for defining the difficulty characters of let—5th level, 6th—10th level, llth—15th
of an encounter, but they don't tell the whole story. You’ll level, and 16th—20th level.
make use of these additional character statistics when First, you need to note the challenge rating for each
you select monsters for an encounter in step 4. creature the party will face. Then, to create your encoun-
ter, find the level of each character on the appropriate ta-
STEP 2: CHOOSE ENCOUNTER SIZE ble. Each table shows what a single character of a given
level is equivalent to in terms of challenge rating—a
Determine whether you want to create a battle that pits
value represented by a ratio that compares numbers of
one creature against the characters, or if you want to
characters to a single monster ranked by challenge rat—
use multiple monsters. If the fight is against a single
ing. The first number in each expression is the number
opponent, your best candidate for that foe is one of the
of characters of the given level. The second number tells
game’s legendary creatures, which are designed to fill
how many monsters of the listed challenge rating those
this need. If the battle involves multiple monsters, de—
characters are equivalent to.
cide roughly how many creatures you want to use before
continuing with step 3.
'3.
- - ..
.
_'
' "flit-Wink,
- " l' '“h...'._ _.
MULTIPLE MONSTERS: 1ST—5TH LEVEL
Challenge Rating
Character
Level 1/3 1/4 1/2 1 2 3 4
1st 1:2 1:1 3:1 5:1 — — —
stack up against your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving throws are all useful indicators. Compare the with different options for building the encounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable
STEP 5: ADD FLAVOR
of dropping a character with a single attack, unless you The events that unfold during an encounter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons and casting
In the same way, compare the monsters’ hit points to spells. The most interesting confrontations also take
the damage output of the party’s strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi—
blow. Having a significant number of foes drop in the cated with or whether they’re all acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise. look at whether a monster’s deadliest ronment, such as whether it includes obstacles or other
abilities call for saving throws that most of the party features that might come into play, and the ever—present
members are weak with, and compare the characters’ possibility of something unexpected taking place.
offensive abilities to the monsters’ saving throws. If you already have ideas for how to flesh out your
If the only creatures you can choose from at the de— encounter in these ways, go right ahead and finish your
sired challenge rating aren’t a good match for the char- creation. Otherwise, take a look at the following sec—
acters’ statistics, don’t be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.
MONSTER RELATIONSHIPS
QUICK MATCHUPS
Character
d6 Relationship
Level '| Monster 2 Monsters 4 Monsters
1 Has a rival; wants one random ally to suffer
lst 1/4 1/8 -*-
2 ls abused by others; hangs back, betrays at first
2nd I/2 1/4 —a
opportunity
3rd 1/2 1/4 1/8
ls worshiped; allies will die for it
4th 1/2 1/4
Chm-hum
_.I
than a large area of flat ground can go a long way to- 10th
ward spicing up an encounter. Consider setting your en— llth
counter in an area that would provide challenges even if 12th
a fight were not taking place there. What potential perils 13th
or other features might draw the characters’ attention, 14th
either before or during the fight? Why are monsters lurk-
15th
ing in this area to begin with—does it offer good hiding
places, for instance? 16th
To add details to an encounter area at random, look to 17th
the tables in appendix A of the Dungeon Master’s Guide 18th
to determine room and area features, potential hazards, 19th
obstacles, traps, and more. 20th
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