Professional Documents
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Caesar's House of The Fifth
Caesar's House of The Fifth
of the Fifth
/u/Caesarr
i
C ONTENTS
1 Quick Fixes 1 3 Feats 7
Character Creation . . . . . . . . . . . . . 1 Unchanged Feats . . . . . . . . . . . . . . 7
Level 1 Hit Points . . . . . . . . . . . 1 Nerfed Feats . . . . . . . . . . . . . . . . . 7
Feats . . . . . . . . . . . . . . . . . . . 1 Buffed Feats . . . . . . . . . . . . . . . . . 7
Maximum Ability Score . . . . . . . . 1
High-level Martial Characters . . . . . . . 1 4 Magic Items 11
Classes . . . . . . . . . . . . . . . . . . . . 1 Crafting Magic Items . . . . . . . . . . . . 11
Ranger . . . . . . . . . . . . . . . . . . 1 Disenchanting . . . . . . . . . . . . . 11
Sorcerer . . . . . . . . . . . . . . . . . 1 Upgrading Magic Weapons & Armor . . . 11
Monk . . . . . . . . . . . . . . . . . . 1 5 Inspiration 12
Warlock . . . . . . . . . . . . . . . . . 1 Benefits of Inspiration . . . . . . . . . . . 12
Wizard . . . . . . . . . . . . . . . . . . 1 Using Inspiration . . . . . . . . . . . . . . 12
Companions . . . . . . . . . . . . . . . . . 2 Renewing Inspiration . . . . . . . . . . . . 12
Illusions . . . . . . . . . . . . . . . . . . . . 2
Survival . . . . . . . . . . . . . . . . . . . . 2 6 Gaining Experience 13
Holding Your Breath . . . . . . . . . . 2 Personal Characteristics . . . . . . . . . . 13
Adventuring Pack . . . . . . . . . . . 2 Writing Characteristics . . . . . . . . 13
Ability Checks . . . . . . . . . . . . . . . . 2 Earning XP . . . . . . . . . . . . . . . . . . 13
Helping . . . . . . . . . . . . . . . . . 2 The Party Goal . . . . . . . . . . . . . 13
Taking 10 . . . . . . . . . . . . . . . . 2 Expected XP Rate . . . . . . . . . . . . . . 14
Taking 20 . . . . . . . . . . . . . . . . 2 Guidelines for Earning XP . . . . . . 14
Skill Challenges . . . . . . . . . . . . 2 Magic, Madness & Promises . . . . . . . . 14
Interrogations . . . . . . . . . . . . . . . . 3
Campaign Pacing . . . . . . . . . . . . . . 3 7 Renown 15
Increased Difficulty . . . . . . . . . . 3 Tracking Renown . . . . . . . . . . . . . . 15
An Extra Feat . . . . . . . . . . . . . . 3 Benefits of Renown . . . . . . . . . . . . . 15
Fictional Positioning . . . . . . . . . . 15
2 Combat 4 Overlapping Allegiances . . . . . . . . 15
Fighting Spirit . . . . . . . . . . . . . 4 Gaining Renown . . . . . . . . . . . . . . . 15
Cleaving & Piercing . . . . . . . . . . 4 Maintaining Renown . . . . . . . . . . . . 15
Called Shots . . . . . . . . . . . . . . 4
8 Exploring the Wild 16
Mark (Opportunity Attacks) . . . . . 5
Using a Map . . . . . . . . . . . . . . . . . 16
Potions . . . . . . . . . . . . . . . . . 5
Time . . . . . . . . . . . . . . . . . . . . . . 16
Massive Damage . . . . . . . . . . . . 5
Sleeping in the Wild . . . . . . . . . . 16
Casting Multiple Spells . . . . . . . . 5 Travel Procedure . . . . . . . . . . . . . . . 16
Stealthy Takedowns . . . . . . . . . . 5 Other Hex Sizes . . . . . . . . . . . . 17
Escaping . . . . . . . . . . . . . . . . 5 Variant: One hex at a time . . . . . . 17
Non-player Multiattacks . . . . . . . 5 Vision . . . . . . . . . . . . . . . . . . 17
Legendary Resistance . . . . . . . . . 5 Travel Distance . . . . . . . . . . . . . 17
Using Skills in Combat . . . . . . . . . . . 5 Travel Activities . . . . . . . . . . . . . . . 17
Move Through Enemy Space . . . . . 5 Random Encounters . . . . . . . . . . . . 19
Resuscitate . . . . . . . . . . . . . . . 5 Environment Encounters . . . . . . . 19
Cut the Straps . . . . . . . . . . . . . 5 Environment Hazards . . . . . . . . . 21
Interfere with an Object . . . . . . . . 6 Downtime . . . . . . . . . . . . . . . . . . . 22
Interrupt a Spell . . . . . . . . . . . . 6 Travelling . . . . . . . . . . . . . . . . 22
Frighten . . . . . . . . . . . . . . . . . 6 Activities . . . . . . . . . . . . . . . . 22
Rally . . . . . . . . . . . . . . . . . . . 6 Advanced Recipe for Hex Encounters . . . 22
Social Skills . . . . . . . . . . . . . . . 6 The Recipe . . . . . . . . . . . . . . . 22
Recalling Information . . . . . . . . . 6 Other Resources . . . . . . . . . . . . 23
CONTENTS
ii
C HAPTER 1: Q UICK F IXES
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• The book’s colorized version can be found here.
C LASSES
• The book’s print-friendly version can be found here.
R ANGER
Use the TCE version of the Ranger.
• You can have the Favored Foe feature last for
body, you suffer it to your fighting spirit. to 0 HP in one hit in order to cleave. Any
Physical harm only occurs when a creature excess damage can cleave.
deals the final blow and decides if the damage is • Ranged weapon attacks can “pierce”: any
lethal or non-lethal. Death saving throws work excess damage can be applied to a creature
as normal. Anything that refers to hit points within 5 feet of the target in a straight line
instead refers to fighting spirit, and hit dice are from where you attacked.
now spirit dice. This rule allows martial characters to more
If you ever have less than a third of your easily handle multiple foes, something that is
fighting spirit (rounded down), you are dispirited, otherwise mostly limited to spellcasters.
described below. Healing your spirit above a
third removes the condition. Your defensive C ALLED S HOTS
capabilities are not dampened while dispirited,
but it is harder for you to find the drive to When plausible in the fiction, you can make a
continue the fight. “called shot”, where you attack a specific part of
a creature, or an object a creature is holding or
C ONDITION : D ISPIRITED wearing. The DM decides what the effect will be
• You have disadvantage on attack rolls. for succeeding before you commit to making a
• Saving throws made against your spells, called shot. Examples of appropriate effects are
attacks, and abilities have advantage. included in the Called Shot Examples table.
• Until you’re next at full fighting spirit, you Making a called shot requires having
have one additional temporary ideal or flaw. advantage on the attack, and the cost of making
Choose from the following list or create one a called shot is that you lose advantage. If the
with the DM: attack hits, the called shot is successful: you
deal damage as normal, and the target suffers
– Flaw: I doubt myself. from the effect.
– Flaw: I don’t have it in me to fight any You can make up to one called shot per round.
longer. Creatures can only be affected by one called
– Ideal: Violence is not the answer. shot at a time. NPCs can also make called shots.
– Ideal: The creatures we’re fighting deserve to Effect Duration. Bodily injuries should be
live. temporary, lasting until the end of your next
turn. For example, shooting a Cyclops’s eye only
O PTIONAL R ULE : F IGHTING S PIRIT FOR
bruises it for a round, instead of permanently
NPC S blinding them. Other effects, such as disarming
If the DM is comfortable tracking an additional them, last until fixed.
condition, NPCs and other living creatures can
also use fighting spirit and the dispirited Lingering Injures
condition. If they do, the DM should tell the If you want a more gruesome game, consider letting bodily
group when a creature is dispirited. This is a injuries last indefinitely when applied to creatures below
good way to signal not only the progress the half health. If this happens to a PC, it could be a good
opportunity for them to roleplay gaining a new flaw.
party is making in combat, but also that
creatures may be willing to surrender or
bargain. Called Shot Examples
Too Weak Appropriate Too Strong
Self-preservation and Healing -10 speed Loses flying speed Paralyzed
The above rules encourage self-preservation and using -4 on next attack Blinded Stunned
healing throughout a fight, instead of only using small -4 damage Disarmed Halved damage
amounts of healing on unconscious characters. Disadv. on a skill Disadv. on a Disadv. on
saving throw (incl. multiple saving
Concentration) throws
CHAPTER 2: COMBAT
4
M ARK (O PPOR TUNITY A TTACKS ) N ON - PLAYER M ULTIATTACKS
As a simplified version of the Mark optional rule When NPCs take the Multiattack action, they
on p.271 of the DMG, opportunity attacks no can replace any number of their attacks with
longer require your reaction. You can only make grapple and shove attacks.
one opportunity attack per round.
• Stunning them
CHAPTER 2: COMBAT
5
I NTERFERE WITH AN O BJECT S OCIAL S KILLS
When a creature within melee range of you Talking does not require an action on your turn,
interacts with an object (such as a sword on the but if you want to influence the battle, it might.
ground, a map on a table, or a door handle), you Before you use your action for the turn, you can
can spend your reaction to make a contested try to influence a single hostile humanoid that
Dexterity (Acrobatics or Sleight of Hand) check. understands you. Make a contested Persuasion,
If you succeed, the creature fails to interact with Performance, Deception, Intimidation or Animal
the object this turn. Handling roll as normal. If the target has been
harmed by the party, roll with disadvantage. If
I NTERRUPT A S PELL you succeed, it costs your action, and the target
If a creature you are grappling is casting a spell, will offer no help but also do harm to you until
you can attempt to interrupt it as a Reaction. you act aggressively. If you succeed by 10 or
Make an ability check using Strength or more, the target will do what you ask as long as
Dexterity (no proficiency bonus). The DC equals no risks or sacrifices are involved, until you act
10 + the spell’s level. On a success, the aggressively.
creature’s spell fails and has no effect.
R ECALLING I NFORMATION
F RIGHTEN History, Nature, Arcana and Religion checks to
As an action, target a number of creatures up to recall information do not require an action, but
your proficiency bonus that are within 20 feet of do count as the one free interaction you get per
you and can see or hear you. The targets must turn (see “Interacting with Objects” on p.190 of
succeed on a Wisdom saving throw or be the PHB).
frightened of you for 1 minute. The DC is equal
to 10 + your Strength or Charisma (Intimidation)
modifier. The frightened creatures can repeat the
saving throw at the end of each of their turns,
ending the effect on itself on a success.
Creatures immune to being frightened cannot be
affected, and you can only target each creature
once per 24 hours with this ability.
R ALLY
As an action, you can attempt to rally any
number of either friendly humanoids or animals
within 20 feet of you who can see or hear you.
Make an Intimidation check with Strength or
Charisma for humanoids, or an Animal Handling
check with Wisdom for animals. The DC is equal
to the spell save DC or roll that caused your
targets to be frightened. On a success, you end
one effect on them causing them to be
frightened.
CHAPTER 2: COMBAT
6
C HAPTER 3: F EATS
S
OME FEATS ARE SIGNIFICANTLY stronger
than others. Rather than nerfing strong
B UFFED F EATS
feats though, these rules buff the Changes to the feats below will be listed in bold,
weaker feats. By buffing the majority of or listed as an Addition.
feats, it no longer feels as punishing to miss out
on an Abilty Score Increase when picking a feat. A THLETE
This helps encourage players to further
customize and differentiate their characters with • Increase your Strength or Dexterity score by 1,
feats. to a maximum of 20.
• Addition: Your speed increases by 10 feet.
U NCHANGED F EATS • When you are prone, standing up uses only 5
feet of your movement.
The following feats have the right level of • Climbing and swimming doesn’t cost you
strength, and are the baseline when comparing extra movement.
and buffing other feats. • You can make a running long jump or a
TCE. Feats added in TCE are unchanged until running high jump without any previous
tested further. movement, rather than 10 feet.
• Addition: Whenever you Ready an action,
Unchanged Feats when the trigger occurs and you use your
Great Feats Good Feats reaction, you can also move up to 10 feet.
Great Weapon Master Defensive Duelist
Sharpshooter Healer
Alert Inspiring Leader
A CTOR
Crossbow Expert Mage Slayer • Increase your Charisma score by 1, to a
Polearm Master Magic Initiate maximum of 20.
Resilient Observant • You have advantage on Charisma (Deception)
Sentinel Ritual Caster
War Caster Tough
and Charisma (Performance) checks when
Mobile Bountiful Luck (XGE) trying to pass yourself off as a different person,
Shield Master Dragon Fear (XGE) or mimic the sounds of another creature.
Elven Accuracy (XGE) Dragon Hide (XGE) • Addition: If you take the Help action to aid an
Prodigy (XGE) Drow High Magic (XGE) ally attacking a creature, you can do so from
Fade Away (XGE) up to 30 feet away if the creature can hear or
Fey Teleportation (XGE) see you.
Flames of Phlegethos (XGE) • Addition: You gain proficiency with
Infernal Constitution (XGE) Performance, disguise kits and weaver’s tools.
Orcish Fury (XGE)
Second Chance (XGE)
Squat Nimbleness (XGE) C HARGER
Wood Elf Magic (XGE)
Change: The whole feat is rewritten as follows:
You increase your Strength score by 1, to a
Optional buff to good feats maximum of 20.
The difference between good and great buffs is small, but You can use your bonus action to Dash, with
some groups might still feel that it’s noticeable. If that’s the the following conditions and benefits while
case, consider adding a thematically appropriate tool moving in this way:
proficiency or language to good feats.
• You can only move in one general direction.
• You can move through the space of any
creature as if they were an ally.
N ERFED F EATS • You have resistance to damage caused by
opportunity attacks.
L UCKY • If you move at least 10 feet, you may attempt
The additional die rolled can only be used after to shove a creature within reach with
determining the result from advantage or advantage. On a success, you can push the
disadvantage. That is, you only ever pick from target up to 10 feet away from you and/or
two dice, not three. knock them prone.
CHAPTER 3: FEATS
7
D UAL W IELDER either Intelligence, Wisdom, or Charisma as your
spellcasting ability for this cantrip.
• You gain a +1 bonus to AC while you are
Addition: Increase an ability score you use for
wielding a separate melee weapon in each
spellcasting by 1, to a maximum of 20.
hand.
Spells you cast ignore resistance to damage of
• You can use two-weapon fighting even when
the chosen type. In addition, when you roll
the one handed melee weapons you are
damage for a spell you cast that deals damage of
wielding aren’t light.
that type, you can treat any 1 on a damage die
• You can draw or stow two one-handed
as a 2.
weapons when you would normally be able to
draw or stow only one. You can select this feat multiple times. Each
• Addition: Once per turn when you miss with time you do so, choose a different damage type.
a weapon attack, you can immediately make G RAPPLER
another attack on the same target with a one-
handed melee weapon held in the other hand. Prerequisite: Strength 13 or higher
Change: The whole feat is rewritten as follows:
D UNGEON D ELVER • Increase your Strength score by 1, to a
• You automatically detect the presence of creature you are grappling (including shoving).
secret doors within 30 feet of you. • Your speed is no longer halved when moving a
• You have advantage on saving throws made to grappled creature with you.
avoid or resist traps. • When you make an opportunity attack, you
• You have resistance to damage dealt by traps. can make a grapple attack instead of a
• Traveling at a fast pace doesn’t impose the weapon attack. If you succeed, they are not
normal -5 penalty on your passive Wisdom grappled, but you stop any movement they
(Perception) score. may have been taking.
• Addition: You have darkvision out to a range
of 60 feet. If you already have darkvision, its H EAVILY A RMORED
range increases by 60 feet.
Change: This feat has been removed, and its
• Addition: You always know which way is
benefits moved to the Heavy Armor Master feat.
north.
• Addition: You always know the number of H EAVY A RMOR M ASTER
hours left before the next sunrise or sunset.
Prerequisite: Proficiency with medium armor
D URABLE • Increase your Strength score by 1, to a
• Increase your Constitution score by 1, to a maximum of 20.
maximum of 20. • Addition: You gain proficiency with heavy
• When you roll a Hit Die to regain hit points, armor and shields.
the minimum number of hit points you regain • While you are wearing heavy armor,
from the roll equals twice your Constitution bludgeoning, piercing, and slashing damage
modifier (minimum of 2). that you take from nonmagical weapons is
• Addition: When you gain a level of exhaustion, reduced by 3.
you can make a DC 15 Constitution saving
throw. On a success, you instead do not gain K EEN M IND
the level of exhaustion. Change: The whole feat is rewritten as follows:
• Addition: You have advantage on death saving
• You are able to concentrate on two effects
throws. If you would ever suffer instant death,
you are instead reduced to 0 hit points and (such as spells) at once. Only one of the effects
suffer a death saving throw failure. can be a spell of 3rd level or higher. If you
would make a saving throw to maintain
E LEMENTAL A DEPT concentration while concentrating on two
effects, roll once with disadvantage. On a
Prerequisite: None failure, both effects are lost.
When you gain this feat, choose one of the • You always know which way is north.
following damage types: acid, cold, fire, • You always know the number of hours left
that deals damage of the chosen type. Choose ever seen or heard.
CHAPTER 3: FEATS
8
L IGHTLY A RMORED • When you wear medium armor, you can add 3,
rather than 2, to your AC if you have a
• Increase your Strength and Dexterity score by Dexterity of 16 or higher.
1, to a maximum of 20.
• You gain proficiency with light armor. M OUNTED C OMBATANT
• Addition: While wearing light armor, you have
advantage on Acrobatics checks to tumble • You have advantage on melee attack rolls
through an enemy’s space. against any unmounted creature that is
smaller than your mount.
You can force an attack targeted at your
L INGUIST •
CHAPTER 3: FEATS
9
• Your ranged spell attacks ignore half cover W EAPON M ASTER
and three-quarters cover. • Increase your Strength or Dexterity score by 1,
• You learn one cantrip that requires an attack
to a maximum of 20.
roll. Choose the cantrip from the artificer, • You gain proficiency with all simple and
bard, cleric, druid, sorcerer, warlock, or wizard
martial weapons.
spell list. Your spellcasting ability for this • Addition: You gain one Fighting Style from
cantrip depends on the spell list you chose
the fighter class that you do not already have.
from: Charisma for bard, sorcerer, or warlock; • Addition: Attacking at long range doesn’t
Wisdom for cleric or druid; or Intelligence for
impose disadvantage on your ranged attack
artificer or wizard.
rolls with weapons that have the thrown
property.
T AVERN B RAWLER
• Increase your Strength or Constitution score D WARVEN F OR TITUDE (XGE)
by 1, to a maximum of 20.
Prerequisite: Dwarf
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage. • Increase your Constitution score by 1, to a
• When you hit a creature with an unarmed maximum of 20.
strike or an improvised weapon on your turn, • Whenever you take the Dodge action in
you can use a bonus action to attempt to combat, you can spend one Hit Die to heal
grapple the target. yourself. Roll the die, add your Constitution
• Addition: Your improvised weapons use a 1d6 modifier, and regain a number of hit points
for damage, or 1d8 if they are wielded with two equal to the total (minimum of 1).
hands. • Addition: On your turns where you do not
• Addition: Your improvised weapons can have use any of your movement, you can Dodge as
any of the following properties if the DM a bonus action.
deems it appropriate: finesse, heavy, light,
reach, two-handed, versatile.
• Addition: Anything that weighs less than your
carrying capacity (usually 15 times your
Strength score) and is no more than one size
larger than you can be used as an improvised
weapon.
CHAPTER 3: FEATS
10
C HAPTER 4: M AGIC I TEMS
The Magic Item Tables in the DMG are D ISENCHANTING
organized by rarity and whether they are minor
To disenchant a magic item, it takes half the
or major items. Tables A-E have minor items,
time it would take to craft the item, and results
and Tables F-I have major items. The items in
in the creation of half as many flux pieces as it
each table have the same rarity.
would take to craft the item. The item is
• Table A lacks the new common items added in destroyed in the process. It does not require any
XGE. For rolls of 0-60 in Table A, consider gold to disenchant a magic item. If a magic item
replacing potions of healing and cantrip spell has a limited number of charges and cannot be
scrolls with a selection of XGE’s common recharged, the number of flux pieces created
magic items. from disenchanting it is reduced proportionally.
• Minor items (usually consumable) cost a Flux cannot be used to craft potions or scrolls,
quarter what a major item of the same rarity nor can they be disenchanted.
costs, instead of half. This applies to both the
•
crafting and purchase costs.
After seeing the result of their d20 roll when
U PGRADING M AGIC
taking the “Buying A Magic Item” downtime
activity (p.126 of XGE), the party can choose
W EAPONS & A RMOR
Magic weapons, shields and armor with +0, +1
any lower result.
or +2 bonuses can be upgraded by +1. To do so,
it requires the same crafting costs as it would
take to craft either the original item or a basic
C RAFTING M AGIC I TEMS magic item with the new bonus, whichever is
higher. The resulting item will keep any effects
If your setting includes the ability to craft magic the original item had, with a +1 higher bonus
items, or transform them into different items (up to +3).
(e.g. the Forge of Spells in ”Lost Mines of The rarity of the combined magic item equals
Phandalin”), consider using flux as a crafting whichever of the two items had higher rarity,
material. and it can be disenchanted the same as any
The Crafting Magic Items table presented here item of that rarity.
expands the rules outlined on p.129 of XGE,
and uses flux as a crafting and disenchanting
material. Rather than requiring exotic
ingredients invented by the DM, flux can be
used instead.
I
NSPIRATION , AS WRITTEN , CAN OFTEN FEEL Marking Characteristics. When a characteristic
“tacked on”, a system that is either is called on for Inspiration, put a mark next to it.
underused or even entirely forgotten It cannot be called on again until it is renewed.
about during play. It was 5e’s attempt to A maximum of three characteristics can be
incorporate roleplaying mechanics into the game, marked at any given time.
and while a good first-step, suffers from two
main problems: R ENEWING I NSPIRATION
• ambiguity over when to receive it, and You can renew one of your character’s
• rarely powerful enough to be worth effort. characteristics in the following ways:
The rules presented here aim to address both Recap. Summarize the events of the previous
issues, while still keeping the system simple. session at the start of a gaming session. Only
The uses of Inspiration are expanded, and one player can do this per session.
regaining Inspiration is changed from being a Temptation. If any player (including you, or the
single point earned for “roleplaying” into DM) notices a situation where a characteristic of
something tied to each personal characteristic: your PC might make the situation more
the personality traits, bonds, ideals, and flaws complicated, they can propose a temptation. If
on the character sheet, chosen during character you accept the temptation, you must roleplay
creation as part of their background. the characteristic in a way that complicates the
situation. In exchange, you can renew any one
of your characteristics.
B ENEFITS OF If you propose a temptation for your own
I NSPIRATION character, it’s up to the DM whether to accept or
refuse it. Examples of complications include
Inspiration can be used to gain one of the insulting an NPC, stealing something, or letting
following benefits: your curiosity, pride or honor get the best of
Your roll. Roll an additional d20 on any roll you you.
make. You can use this ability after the original At Death’s Door. Whenever you fail a saving
roll, but before the outcome is revealed. throw to end being incapacitated or unconscious
Your enemy’s roll. After an enemy rolls a saving (for example, being stunned or at 0 hit points),
throw against an effect you made, roll a d20 and you can describe a past experience “flashing
choose whether the enemy uses their roll or before your eyes”. It should be something the
yours. group doesn’t already know, such as a moment
from your backstory, and be related to the
Flashback. Have a “flashback” to something in
characteristic you wish to renew.
the past where you did something small, such as
Growth. If your character grows or changes
buying a healing potion or other gear, learning
through the course of play, at the end of the
information, or casting a ritual spell.
session you can change or replace a relevant
characteristic to reflect the change. Doing so
U SING I NSPIRATION renews that characteristic. This type of renewal
will likely occur less often than the other types.
To use Inspiration, you call on one of your five
If you are using the XP rules in Chapter 6, it can
personal characteristics. The characteristic
occur alongside a character gaining Hard or
should be relevant to the current situation,
Deadly XP.
ideally motivating the action the character is
taking at the time.
Finding the line in the sand
It’s up to you how connected your chosen
Character growth won’t happen every session, but when it
characteristic is to the scene – the DM can’t happens it can be a tonne of fun. For example, a character
deny you your use of Inspiration. That said, might have the ideal, "Honor above all else", but during the
players should be encouraged to portray session have to sacrifice their honor in order to save their
something about their character, whether it’s a friend. Clearly honor wasn’t above all else! Pushing
characters to their limit is a great skill for DM’s to practice,
silly one-liner, yelling something dramatic, or and can be very rewarding. How the player updates their
revealing something about their character’s character’s ideal to reflect the change is how the character
backstory or feelings. grows, and the rules in this chapter and Chapter 6 reward
You can only use Inspiration once per round them for that growth.
or skill challenge.
CHAPTER 5: INSPIRATION
12
C HAPTER 6: G AINING E XPERIENCE
I
NSTEAD OF GAINING XP FROM encounters Hard. The characteristic is resolved or changed
and killing monsters, XP is awarded in a dramatic way. This might involve a personal
for acting on personal characteristics and goal or bond being accomplished (or failing), or
completing goals. The system described the characteristic significantly and permanently
in this chapter replaces all other sources of XP. changing, representing character growth.
Alternatively, a character might gain a new
characteristic in a dramatic way, in which case a
P ERSONAL characteristic that is no longer relevant can be
C HARACTERISTICS replaced with the new one. A characteristic
gained in this way cannot change or be removed
Personal characteristics are the personality between sessions until it earns the character XP
traits, bonds, ideals and flaws that each at least once more.
character has, located in the top right of their Deadly. Because of the characteristic, the
character sheet. Using these rules, the character attempted to achieve something larger
characteristics are a way for players to tell the than any individual agenda. They did so for
group what they are interested in, and would more than personal gain, and either gravely
like to be rewarded for in the game. risked their life or sacrificed something to do it.
Succeed or fail, one characteristic changes as a
W RITING C HARACTERISTICS result (for example, because they had a
revelation, or became scarred).
Each player character can have up to five
characteristics: one personality trait, one bond,
Equivalent Encounter Experience
one ideal, one flaw, and a fifth characteristic of
any type. These characteristics can be selected Average Party Level Easy Medium Hard Deadly
from the usual tables during character creation, 1st 25 50 75 100
2nd 50 100 150 200
but should be customized as the characters
3rd 75 150 225 400
change during play. Any number of
4th 125 250 375 500
characteristics can be changed between 5th 250 500 750 1,100
sessions, to better reflect the character. 6th 300 600 900 1,400
You should be able to imagine at least one way 7th 350 750 1,100 1,700
in which each of your characteristics might 8th 450 900 1,400 2,100
come up in play. If you can’t, rewrite the 9th 550 1,100 1,600 2,400
characteristic until you can. 10th 600 1,200 1,900 2,800
11th 800 1,600 2,400 3,600
12th 1,000 2,000 3,000 4,500
E ARNING XP 13th
14th
1,100
1,250
2,200
2,500
3,400
3,800
5,100
5,700
At the end of each session, the group discusses 15th 1,400 2,800 4,300 6,400
the characteristics of each character, and 16th 1,600 3,200 4,800 7,200
chooses up to one characteristic per character 17th 2,000 3,900 5,900 8,800
that earned the most XP during play, using the 18th 2,100 4,200 6,300 9,500
following guidelines (the DM has the final say). 19th 2,400 4,900 7,300 10,900
The amount of XP earned is based on the party’s 20th 2,800 5,700 8,500 12,700
average level, and equals 2 times the XP listed in
the Equivalent Encounter Experience table,
corresponding to one of the four difficulties T HE P AR TY G OAL
described below. The party has one party goal at a time, decided
Easy. The player acted on or roleplayed the as a group at the start of each session. Some
characteristic in a genuine, interesting, or goals may take multiple sessions to complete.
entertaining manner. The party goal might be a quest given to them by
Medium. The characteristic caused the character an NPC, or a goal they’ve given themselves.
to change the decisions or actions of other Whatever it is, it’s something that the party is
creatures. Examples include speeches, strong working towards as a group.
leadership, or desperate decisions causing other Working towards the Party Goal. If the party
creatures to change their worldview, works towards the party goal but does not
relationships, or desire to fight. complete it by the end of the session, all
W
HILE THE DEFAULT R ENOWN SYSTEM
contains good ideas, the rewards
G AINING R ENOWN
for the ranks are often too vague, too Whenever you complete a quest, a
niche, or just generally unsatisfying. It dungeon-delve, or some other significant
also requires a lot of work to create ranks and encounter, the DM will consider the
rewards for non-default factions or communities. ramifications of your actions on the affected
These rules aim to make renown simpler and factions and communities, and choose how your
more meaningful. renown is affected based on the examples below:
• If the faction or community appreciates (or
disapproves of) your actions, gain (or lose) 1
T RACKING R ENOWN Renown with them.
Renown is tracked separately for each faction • If your actions directly saved (or hurt) a
(such as the Harpers) or community (such as a member or small group of the faction or
town or kingdom), and ranges from -5 to +5. community (such as their life or livelihood),
Renown starts at 0. Renown can only go up or gain (lose) 2 Renown instead.
down if news of your actions could have • If your actions directly saved (or hurt) a
reasonably been heard and believed by a significant portion of the faction or community,
significant portion of the faction or community, or significantly progresses (or damages) the
at the DM’s discretion. If in doubt, assume that agenda of the faction, gain (lose) 3 Renown
it takes a week for news to spread, and that true instead.
news is always believed. If both a positive and negative outcome occur,
add both numbers together and change your
B ENEFITS OF R ENOWN Renown by the net result.
Maintaining Renown
O VERLAPPING A LLEGIANCES Size Gold Spent (or Earned)
If the people you are speaking with are members Gang or Village 2× Renown × character level
of multiple communities or factions that you Town or Clan 4× Renown × character level
Faction 6× Renown × character level
have Renown with, the DM determines the one
City 8× Renown × character level
that is most relevant to the current conversation,
Kingdom 10 × Renown × character level
and only that Renown modifier applies for that
conversation.
CHAPTER 7: RENOWN
15
C HAPTER 8: E XPLORING THE W ILD
E
XPLORATION IS ONE OF 5 E ’ S THREE a permanent and maintained treehouse, or a
pillars of play. This chapter collects secure room safe from the weather and
and streamlines all of 5e’s wilderness wandering monsters.
and travel rules into a cohesive and fun If you have no remaining Hit Dice, you instead
system. The design goals of the system are: gain a level of exhaustion. While there are ways
The wild is dangerous, but profitable. The wild to mitigate it, Hit Dice and exhaustion are the
should pose a serious risk. This risk also makes main time-tracking mechanisms, incentivizing
the wild profitable, as few people are willing to the party to spend as little as possible time
face its challenges to garner its rewards. between safe locations.
Player choice. Players should have meaningful
choices to make each time they travel. If the Recovering from exhaustion
players repeat the same choices every time, then These rules increase the frequency of gaining exhaustion,
the choices either aren’t real or aren’t fun. and make it harder to recover from. As a counterweight,
Minimal prep work. The DM already has a high use the following rule: If you live a wealthy lifestyle or
higher for the duration of a long rest (costing at least 4 gp
workload preparing and running the rest of the per day), you recover one additional level of exhaustion.
game. The exploration pillar provides an
opportunity for content to be generated on the
fly. This also lets the DM join the players in
discovering what they encounter.
Minimal book-keeping. Time and resources
T RAVEL P ROCEDURE
Each day the party travels through a region,
should only be tracked if they have meaningful
perform the following steps:
and interesting narrative consequences.
Step 1. The players choose the hexes they want
More than just combat. Non-combat encounters
to travel through within 8 hours, or alternatively
should occur just as often as combat, and the
have at least one PC search for a known location
party should often be able to approach them in
or creature and let the DM choose the hexes
creative ways if they wish.
based on whether the search succeeds or not.
U SING A M AP Step 2. Each PC chooses one of the following
activities to perform while travelling: navigate,
These rules assume that the group is using a search, forage, utilize vehicle, on watch,
map, and that the map can be divided into hexes support, motivate, chronicle, or craft.
(or another shape). Each hex contains one of the Step 3. While the players are choosing their
following environments: activities, the DM rolls on the Random
Environment Types. Roads, Grassland, Coastal, Encounter table and prepares the encounter. If
Desert, Arctic, Underdark, Swamp, Hills, Forest, it’s an Environment Hazard, introduce it after
Mountains, Water, Urban. the players have picked their activities but
Cities. Any location in a city can usually be before the DCs are determined.
reached within one day, but getting lost and Step 4. The PCs resolve their activities, and
completing activities is still possible. The roleplay any scenes they’d like to have.
random encounter table is modified for cities. Step 5. If an encounter was rolled and it wasn’t a
Hazard, the DM introduces it.
T IME Step 6. The players choose whether to do a
Travel is tracked in days and hexes. One set of forced march, and which additional hexes they
rolls is made per day, and a number of hexes will travel through.
will be traversed per day depending on the
environment, the mode of travel, and whether
Hours Per 5-6 Mile Hex
the party pushes themselves.
Environment On Foot Vehicle
Road, Grassland, Coastal, Desert, 2 1
S LEEPING IN THE W ILD Arctic, Underdark
Whenever you sleep in the wilderness, you Swamp, Hills 3 2
cannot benefit from a long rest and you expend Forest, Mountain path 4 3
one Hit Die. For example, somewhere temporary Mountains 8 6
like a cave, tent or other squalid conditions. Water 8 2
Long rests require at least poor conditions: Air N/A 2
safe and comfortable places like a wizard’s tower,
Activity DCs
Environment Navigate Search Forage Utilize Vehicle Ink Potion Poison Protection Weapon
Roads 0 15 10 10 20 20 20 15 15
Grassland 10 15 5 15 15 15 15 15 15
Coastal 0 10 10 20 10 15 10 15 15
Desert 20 15 25 20 20 20 15 20 20
Arctic 20 10 20 20 15 20 20 20 15
Underdark 15 20 15 10 10 15 10 15 20
Swamp 10 10 10 20 10 10 10 15 15
Hills 15 15 10 15 20 15 15 10 10
Forest 15 15 5 25 15 10 10 10 10
Mountains 20 20 20 30 20 20 20 15 15
Mountain path 10 20 20 15 20 20 20 20 20
Water 15 25 15 20 10 10 10 20 20
Urban 15 20 N/A N/A 25 25 25 25 25
In the air 0 N/A N/A 15 N/A N/A N/A N/A N/A
5 One or all are spellcasters (divine or arcane?) • A cursed land: see Curse of Strahd
6 One or more have met a PC before • The Underdark: see Out of the Abyss
7 They would easily beat the party in combat • A city: see Waterdeep Dragon Heist
8 They aren’t what they seem. They might be conjured • A post-apocalypse or hellscape: see Descent
by fey or a con artist, doppelgangers, or a dream into Avernus
d5 During the encounter...
1 one of them runs off with the treasure or a PC’s item
2 the floor caves in and half the party falls into a tomb,
cavern, temple, plant monster, or the creatures’ lair
3 new creature(s) arrive. They might be reinforcements
for either side, or unknown to both sides
4 the creatures threaten to magically raise an alarm or
summon a strange or horrifying threat
5 the area is affected by intense magic, maybe flooding
the area, making gravity weak, spawning portals, or
shifting to a neighbouring plane
Hex Rewards
d8 Choose one or more that are relevant
1 Individual treasure according to p.136 of the DMG, plus
one art object from p.134 of roughly the same value
2 A charm from p.228 of the DMG or Inspiration
3 1d3 uses of a poison from p.257 of the DMG
4 Mundane armor, gear, a contraption, and/or book
5 A pet, mount or vehicle
If you have feedback, message me on Reddit at /u/Caesarr.
6 A shortcut, such as a tunnel or portal
• The book’s colorized version can be found here.
7 A magic item from table A (levels 1-3), B (4-6), C (7-10),
• The book’s print-friendly version can be found here.
D (11-15), or E (16-20)
8 Renown, either gained or lost depending on how the
encountered creatures were treated