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Caesar's House

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
If you have feedback, message me on Reddit at /u/Caesarr.
• 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

C HARACTER C REATION a single attack and not require concentration.


• Rather than knowing a set list of spells, you
L EVEL 1 H IT P OINTS
prepare a number of spells from the Ranger
Level 1 characters start with 2 Hit Dice and spell list equal to your Wisdom modifier + half
equivalent hit points of a level 2 character. When your Ranger level, rounded down. You can
characters reach level 2, they don’t gain hit change your list at the end of long rests.
points or a hit die.
S ORCERER
F EATS • You have an additional number of sorcery
Non-human races can gain a feat at level 1, by points equal to your proficiency bonus.
replacing all racial ability score improvements • At 3rd Level, you gain four Metamagic options.
with one +1 increase in an ability of your choice. You gain two at 10th and 17th level.
• Subclasses that do not include a table of
M AXIMUM A BILITY S CORE additional spells (such as those in TCE) gain 2
At level 1, ability scores cannot be above 17. additional spells known when they gain their
This mostly affects Custom Lineages from TCE. 1st, 3rd, 5th, 7th and 9th level in Sorcerer.
If you roll for scores and roll an 18+, move the These spells must on the sorcerer, warlock or
excess amount to another ability score. wizard spell list, and must be from one of two
schools of magic chosen at character creation.

H IGH - LEVEL M AR TIAL M ONK


C HARACTERS • You have an additional number of ki points
equal to your proficiency bonus.
When you reach a combined total of 11 levels • As part of your Extra Attack class feature, the
(and again at 15 and 20 levels) in the following number of attacks increases to three when
classes, you gain an additional Ability Score you reach 11th level.
Improvement or Feat: Barbarian, Fighter, Monk, • Starting at 1st level, while you are wearing no
Rogue, and three-quarters of any Artificer, armor and not wielding a shield, enemy
Paladin and Ranger levels (rounded down). For creatures have disadvantage on opportunity
example, without any multi-classing, a Ranger attacks against you.
will gain their first additional ASI at level 15 • You can make grapple and shove checks with
(15×0.75 = 11). Dexterity (Athletics).
The Martial Power Fantasy
Skills with different abilities
At higher tiers, martial characters can start to feel less epic
than spellcasters. In popular media, martial characters like In popular culture, martial artists like Jackie Chan often
Achilles, Captain America, Ip Man, and John Wick are often perform tasks in unusual ways, such as using dexterity in
seen achieving incredible feats of strength and dexterity, or places where other combatants might use raw strength.
taking on dozens of thugs at once and winning. Additional Achieving this class fantasy in 5e can be as simple as being
attribute points and feats can help enable some of these more permissive with which skill or ability can be used to
fantasies. Using the optional Cleave can also be important achieve a task.
in achieving these fantasies.
WARLOCK
Gritty Realism Intelligence can be used as your spellcasting
Using the Gritty Realism resting rules (p.267 of the DMG) attribute. Any class features that use Charisma
can also help bridge the gap between martial characters change to Intelligence.
and spellcasters. The game is balanced around having 6-8
medium-hard encounters per long rest. If spellcasters rest
more often than this, they will have more spell slots W IZARD
available per encounter than the game expects. You do not need to roll when copying spells into
your spellbook.

CHAPTER 1: QUICK FIXES


1
C OMPANIONS A BILITY C HECKS
Important non-player companions and mounts When the DM proposes an ability or skill check,
have a number of d8 Hit Dice equal to the they choose a DC based on how the players have
average party level. Their maximum hit points described their characters performing the task.
are therefore equal to (5 + their Constitution The DM tells the players the DC before any dice
modifier) × the average party level. This only are rolled – the characters are assumed to be
applies to living creatures (not constructs, competent enough to assess the difficulty of a
undead or summons) and mounts created with task before they attempt it.
the Find Steed and Find Greater Steed spells. The players then have the option to either
attempt the ability check, or decide on a
different course of action. This can include
I LLUSIONS altering how they approach the task in order to
When presented with an illusion that requires make it easier, in which case the DM should be
an action to investigate, it can be difficult to open to lowering the DC. Or if the solution is
determine whether a creature would have a clever enough, an ability check might not be
reason to be suspicious. To clarify the situation, necessary at all! This can be particularly
use the creature’s passive Intelligence appropriate when navigating hazards.
(Investigation) score. If their passive skill is
above the spell save DC of the caster, they are Ability checks are more than just dice rolls
suspicious. They do not know for certain Ability checks offer an opportunity for roleplaying.
however, and will still err on the side of caution. Describing how a character does something can often be
more interesting than the dice roll itself. While the DM has
An action and successful investigation check (or
the final say, the DC of a task can be decided as a group
physical contact) is still required before the based on a shared understanding of the world, and change
creature will act as if the illusion is fake. If the based on the characters’ actions.
creature’s passive Intelligence (Investigation)
score is below the spell save DC, the creature
will not spend an action investigating unless H ELPING
presented with new evidence.
To help another character with a skill check, you
Identifying the spell. XGE outlines rules for must be proficient in the skill they are using.
identifying a spell with a reaction or action on
p.85. This is an alternative method for T AKING 10
discerning an illusion, but may have a higher
DC than the above method (15 + spell level). If you are not in a stressful situation (such as a
conflict or high-stakes situation) you can make
ability and skill checks without rolling a d20.
S URVIVAL Instead, you “take 10”, calculating your result as
if you had rolled 10 on the d20. If taking 10
If you want survival to be non-trivial, use the
wouldn’t be high enough to complete the task,
following two quick fixes:
you can roll a d20 instead. Taking 10 represents
• Long rests cannot be taken in the wilderness. a character’s default aptitude at a task, when
• A person can carry at most 20 lbs of water not under pressure. The PHB has a similar rule
(enough for 2 days), and water created by called “Passive Checks” on p.175.
magic below 3rd level does not provide
hydration (nor do goodberries). T AKING 20
See Chapter 8 for full rework of Exploration. If you have ten times as much time available as
a task would normally take, and have the
H OLDING Y OUR B REATH opportunity to try multiple different solutions
(such as using ad-hoc tools, looking up
Holding your breath requires Concentration.
information in a book, or coordinating a plan
with others), you can “take 20” instead of rolling
A DVENTURING P ACK a d20. This represents a character’s aptitude in
Available anywhere that sells adventuring gear, the best of circumstances. The DMG has a
this item costs 20 gp, weighs 20 lb. and has 5 similar rule on p.237: “Multiple Ability Checks”.
charges. Spending a charge allows you to pull
out any mundane item worth 5 gp or less, such
S KILL C HALLENGES
as a shovel, crowbar, grappling hook, torch, When a single dice roll doesn’t feel like enough,
caltrops, oil flask, or steel mirror. but combat also doesn’t fit well, a skill challenge

CHAPTER 1: QUICK FIXES


2
can be a nice middle-ground. Fundamentally a HP Adjustments for Pacing
skill challenge is no different than a sequence of Hit Heroic Default Accurate Mortal Political
ability checks with the DM narrating the Die CR
consequences after each check, except for the d6 5+Con 4+Con 3+Con 2+Con 1+Con
following differences: d8 6+Con 5+Con 4+Con 3+Con 2+Con
• The party needs to get 3 successes before they
d10 7+Con 6+Con 5+Con 4+Con 3+Con
d12 8+Con 7+Con 6+Con 5+Con 4+Con
get 3 failures.
• A different PC needs to roll each time when
As a rule of thumb, the group should decide
possible. whether they are interested in Tier 4 gameplay,
Chases. A contested skill challenge can be a good where the characters are superheroes capable of
way to play out a chase, whether the party is fighting gods. If that excites the group, use the
chasing someone else or being chased. Heroic column. If they don’t feel strongly, use
the Default or Accurate CR column. If you’re
I NTERROGATIONS playing with magic items and want Challenge
Ratings to be accurate, use Accurate CR.
Whenever the party interrogates someone part of If the party is not interested in Tier 4, but the
an organization, follow the normal social campaign is still combat-focused, use the Mortal
interaction rules on p.244 of the DMG. The DM column. Doing so will spread out Tiers 1-3 over
can roll on the following 2 tables to determine levels 1-20. If combat is not the focus, use the
what the NPC knows, and a personality quirk Political column.
that affects how they react and the party’s final The HP gained scales with the Hit Die of the
skill check. class. HP at level 1 is never affected. For
To determine what the NPC knows, roll 1d8 for example, a level 11 Cleric, with a d8 Hit Die and
the lowest-ranking minions or contractors, 2d8 +0 Con, has 58 HP by default, and would have
for mid-tier (or most common) minions, and 3d8 38 HP with Mortal pacing.
for the highest ranking members. The NPC Other HP Increases. Temporary HP, feats like
knows everything at and below the number Tough, and any other non-healing sources that
rolled. add HP are unaffected for Heroic, Default, and
What the Minion Knows Fixed CR pacing. For Mortal and Political pacing,
Xd8 Information
the amount of HP gained is halved, rounded
1-3 Entrance to hideout down (minimum one).
4-6 Current plans for similar minions
7-8 Guard rotations and pass-codes Correcting Challenge Ratings (CR)
9-10 Location of the treasure room The challenge ratings are balanced around the assumption
11 Anything protecting the treasure room that the party does not have any magic items. This was
12-14 The boss’s plan for the day before XGE set standards for the expected number of
15-18 The boss’s secret weakness magic items gained per tier of play. The "Accurate CR"
19-20 The location of the boss’s key or special item column will align CR better with parties using magic items.

Minion Personality (D10) I NCREASED D IFFICULTY


1 Fanatically loyal 6 Bitter about the job
2 Paranoid 7 Has sick child If your group is interested in increasing the
3 Gullible 8 Best friend is also a member difficulty of the game, or want an experience like
4 Squeemish 9 Terrified of their boss the "Witcher" series where careful planning is
5 Greedy 10 In love with their boss vital, use the Political column in a
combat-focused campaign.
Premade Adventures. In premade adventures,
C AMPAIGN P ACING where the leveling speed is defined by the
To adjust the pacing of the story without slowing adventure, any column to the right of Default
down the levelling speed (the DMG recommends will increase the difficulty.
levelling every 2-3 sessions), you can change the
amount of max HP gained when PCs level up. A N E XTRA F EAT
Doing so will flatten (or steepen) the HP curve, If your group would like to increase the
and keep threats relevant to the party for longer customization and power of the characters,
(or shorter). consider giving each PC a free feat at level 1.
Choose a column from the following table This can be done on any pacing tier, but if you
based on how quickly you want the campaign’s don’t want the game to be easier, use the next
threats to escalate. column to the right.

CHAPTER 1: QUICK FIXES


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C HAPTER 2: C OMBAT
F IGHTING S PIRIT C LEAVING & P IERCING
Instead of hit points, you have fighting spirit. When you kill an enemy with a weapon attack,
Fighting spirit represents all the narrative any excess damage can be applied to another
elements of hit points: your tenacity, defense, creature within reach (who has an AC equal to
drive, pain resistance, energy, parrying ability, or below the initial attack). Two changes are
training, motivation, and so on. made to the Cleave rules on p.272 of the DMG:
Instead of suffering damage to your physical • You don’t need to take a creature from full HP

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
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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.

P OTIONS L EGENDARY R ESISTANCE


Legendary resistance can also be spent to
Drinking a potion can be done with a bonus
succeed at an ability check required by an
action, instead of only as an action.
enemy’s effect.
M ASSIVE D AMAGE
After being reduced to 0 hit points, if the U SING S KILLS IN
remaining damage equals or exceeds your max
hit points, you gain a level of exhaustion instead C OMBAT
of instantly dying. While theoretically anything fictionally possible
can be achieved in combat, it can often be
C ASTING M ULTIPLE S PELLS difficult to adjudicate fair rulings. Magical
Instead of any bonus action spell (whether a methods are more concrete than non-magical
cantrip or not) preventing you from casting any methods (e.g. spells), and this can result in
other leveled spell during your turn (including players of non-magical characters having less (or
reactions such as Counterspell), the rule is feeling like they have less) influence over the
made more intuitive in the following way: fiction. In some cases, being skilled may actually
You cannot cast leveled spells with your be more effective than having to rely on magic to
action and with your bonus action in the achieve a similar effect.
same turn. The following are examples of balanced
non-magical actions that can be taken in
S TEALTHY T AKEDOWNS combat.
In special circumstances, it is possible to knock Proficiency. In order to use a skill as an action
out an enemy who isn’t expecting trouble. To do in combat, you must be proficient in the skill.
so, they must be capable of being surprised, and
you must sneak up within 5 feet of them without M OVE T HROUGH E NEMY S PACE
them noticing you. Two optional rules from p.272 of the DMG allow
If successful, you will have advantage on your creatures to move through an enemy’s space. As
first attack for being an unseen attacker. You an action or bonus action, you can:
can knock them unconscious for 1d4 hours by
Overrun. Make a contested Athletics check.
succeeding at one of the following in a single
Larger creatures have advantage.
melee attack:
Tumble. Make a contested Acrobatics check.
• Reducing their HP to below half their max HP

• Stunning them

• Poisoning them with a Contact, Inhaled or


R ESUSCITATE
Injury poison, or a spell such as Contagion. When you attempt to stabilize a creature at 0 hit
points who is not yet stable, if the result is 15 or
E SCAPING higher, they gain 1 hit point. If they are already
If the party (or NPCs) want to escape combat, stable, there’s nothing more you can do for
they can do so by having each escaping them.
character Dash or Disengage on their next turn.
Once all characters have done so, the DM (or C UT THE S TRAPS
players in the case of escaping NPCs) choose one As an action or bonus action, if you a wielding a
of the following: dagger, you can attempt to cut the straps of one
• The enemy is not interested in chasing, and non-armor item being worn by a creature within
the escaping characters get away. melee range. For example, a spell materials
• The enemy chases them, and a skill challenge pouch, backpack, or shield. To do so, make a
begins. If the escapees fail the skill challenge, contested Dexterity (Sleight of Hand) check
combat recommences with the next creature against the target’s Dexterity (Sleight of Hand or
in initiative order. If they succeed, the enemy Acrobatics). If you succeed, the item falls to the
is beaten to the objective, gives up, or loses ground. For disarming weapons, see the
track of the characters for at least 1d4 hours. optional rule on p.271 of the DMG.

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

• Addition: Increase your Wisdom or maximum of 20.


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

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

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

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

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

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


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

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

CHAPTER 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 •

mount to target you instead, and vice-versa.


• Increase your Intelligence score by 1, to a • If your mount is subjected to an effect that
maximum of 20. allows it to make a Dexterity saving throw to
• You are fluent in three additional languages of take only half damage, it instead takes no
your choice, and have a basic understanding damage if it succeeds on the saving throw, and
of all other languages. only half damage if it fails.
• You can ably create written ciphers. Others • Addition: If your mount is subjected to an
can’t decipher a code you create unless you effect that allows it to make a Wisdom saving
teach them, they succeed on an Intelligence throw, it has advantage on the roll.
check (DC equal to your Intelligence score +
your proficiency bonus), or they use magic to S AVAGE A TTACKER
decipher it.
Change: The whole feat is rewritten as follows:
• Addition: You can read any cipher with one
• Increase your Strength or Dexterity score by 1,
hour of work.
• Addition: You gain proficiency with History to a maximum of 20.
• The critical hit range of your weapon attacks
and calligrapher’s supplies.
increases by 1.
M AR TIAL A DEPT S KILLED
• You learn two maneuvers of your choice from • You gain proficiency in any combination of
among those available to the Battle Master three skills or tools of your choice.
archetype in the fighter class. If a maneuver • Addition: Choose two of your skill or tool
you use requires your target to make a saving proficiencies. Your proficiency bonus is
throw to resist the maneuver’s effects, the doubled for any ability check you make that
saving throw DC equals 8 + your proficiency uses the chosen proficiencies.
bonus + your Strength or Dexterity modifier
(your choice). S KULKER
• You gain three superiority dice, which are d6s
(these dice are added to any superiority dice Prerequisite: Dexterity 13 or higher
you have from another source). These dice are • Addition: Increase your Dexterity score by 1,
used to fuel your maneuvers. A superiority die to a maximum of 20.
is expended when you use it. You regain your • Addition: You can take the Hide action as a
expended superiority dice when you finish a bonus action.
short or long rest. • You can try to hide when you are lightly
obscured from the creature from which you
M ODERATELY A RMORED are hiding.
• When you are hidden from a creature and
Change: This feat has been removed, and its
miss it with an attack, making the attack
benefits moved to Medium Armor Master.
doesn’t reveal your position.
• Dim light doesn’t impose disadvantage on your
M EDIUM A RMOR M ASTER Wisdom (Perception) checks relying on sight.
Prerequisite: Proficiency with light armor
S PELL S NIPER
• Addition: Increase your Strength or Dexterity
Prerequisite: The ability to cast at least one spell
score by 1, to a maximum of 20.
• Addition: You gain proficiency with medium • Addition: Increase an ability score you use for
armor and shields. spellcasting by 1, to a maximum of 20.
• Wearing medium armor doesn’t impose • When you cast a spell that requires you to
disadvantage on your Dexterity (Stealth) make an attack roll, the spell’s range is
checks. quadrupled.

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.

Description of flux. Flux is made of a jagged,


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

Crafting Magic Items


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

CHAPTER 4: MAGIC ITEMS


11
C HAPTER 5: I NSPIRATION

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

CHAPTER 6: GAINING EXPERIENCE


13
characters gain the XP listed in the Equivalent Deadly XP will usually align with the end of a
Encounter Experience table based on how story arc, or with a tragic twist in the story. It’s
difficult the progress was in that particular possible for a particularly selfless hero to earn
session. Deadly XP at the same rate as Hard XP, though
Completing the Party Goal. If the party they may not survive as long as other PCs.
successfully completes the party goal by the end
of a session, each character gains 2 times the XP
listed in the Equivalent Encounter Experience
M AGIC , M ADNESS &
table, based on how difficult the goal was
overall.
P ROMISES
Particularly strong external effects, whether
magical, social or emotional, offer the players an
E XPECTED XP R ATE opportunity for their characters to have
characteristics that originate from outside their
In order to align expectations, it is a good idea to
character, providing pressures that the
have all players (including the DM) on the same
character may actually chafe against. Some
page when it comes to how frequently XP is
examples are provided below.
earned.
Leveling speed. The amount of XP earned is M AGIC & M ADNESS
scaled to match the leveling rate expected by the Whenever a PC is driven mad or magically
DMG (p.261), with characters spending two to charmed into doing something, the effect can be
three sessions on each level from 4th level and mechanically represented as a new personal
beyond. If your group prefers a slower leveling characteristic. If the player roleplays their new
rate, do not multiple the XP listed in the characteristic, they can be awarded XP in the
Equivalent Encounter Experience table by 2 for same way as any other personal characteristic.
roleplaying characteristics, and do not award XP Examples of madness include the effects on
for working towards the party goal (XP for the Long-Term and Indefinite Madness tables on
completing a party goal is still multiplied by 2). p.260 of the DMG. Examples of magic effects are
the Suggestion spell, hallucinations, being
G UIDELINES FOR E ARNING XP charmed by a sentient magic item, or being
Use the following guidelines for earning XP from possessed by a ghost. As a counter-example, the
personal characteristics: Command spell is not significant enough to
Easy XP should be easily achievable by any create a new characteristic.
player who participated genuinely in the session. At the DM’s discretion, depending on the
Note that roleplaying in third-person (describing strength of the madness or magic and if there
their character’s actions) is just as valid as are any conflicting characteristics, the DM may
first-person (acting). Occasionally this won’t disable XP rewards for some or all of the PC’s
happen, but if a player fails to earn even Easy other characteristics until the new characteristic
XP multiple sessions in a row, it may indicate is resolved.
that they are not being given a chance to shine,
or need to rewrite their PC’s characteristics. P ROMISES & C ONTRACTS
Medium XP is also attainable every session, Promises that PCs make to NPCs or other PCs
but only by characters who caused something to can make good bonds. Unlike other bonds,
happen in the session that wouldn’t have promises may be something that the PC comes
happened otherwise. Examples include: to regret, but feel they cannot remove.
convincing a mayor to spare a criminal’s life, Similarly, contracts the PC makes with other
scaring monsters into surrendering, stealing a creatures can force a characteristic on the PC
relic and angering a god, or convincing the party that they cannot remove until the contract is
to change their plan or goal. fulfilled. This provides a mechanical way to
Hard XP should not happen every session. It represent contracts, and can be especially useful
requires a character clearly undergoing change, when a PC makes a deal with otherworldly
which usually requires at least a few scenes in creatures, such as devils.
the spotlight. Note that depending on the pace of
the campaign, characters might grow at a faster
rate than would be “realistic” in real life. If the
world can be saved in a month, then fictional
characters should undergo multiple
life-changing events within the same time period.
Melodrama is usually more fun than realism.

CHAPTER 6: GAINING EXPERIENCE


14
C HAPTER 7: R ENOWN

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

When speaking with people from a faction or


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

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

CHAPTER 7: RENOWN
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,

CHAPTER 8: EXPLORING THE WILD


16
Other Hex Sizes T RAVEL A CTIVITIES
Miles Across Hour Multiplier Repeat Steps 2-5... This section outlines the activities that a
3 x0.5 twice a day character can perform while travelling. Each
10-12 x2 every 2 days character can perform one activity per day.
24 x4 every 4 days Rangers. Rangers can perform two activities.
Outlander Background. The Wanderer feature is
O THER H EX S IZES replaced with the following: "In addition to your
If your map uses a different hex size, refer to the normal choice of activity when travelling, you
table above. Steps 1 and 6 are always done once can perform the Navigate or Forage activity."
a day, and each night still costs 1 Hit Die. DCs. DCs are determined using two tables:
Activity DCs and Activity DC Modifiers.
VARIANT : O NE HEX AT A TIME Multiple environments. All activities and
Sometimes you might want to move one hex at a encounters occur in the most common
time, such as when you don’t know what the environment travelled through that day.
map looks like. If that’s the case, repeat Steps 1, Multiple characters. If multiple characters
3, 5 and 6 every hex, except that on Step 3, the perform the same activity, each character rolls
DM flips a coin and only rolls on the Random as normal and only the highest result is used.
Encounter table if it’s heads. Once the players N AVIGATE
decide not to travel any further that day, You navigate the wilderness, aiming to keep
perform Steps 2 and 4. track of where you are and not get lost.
The DC is determined by the environment the
V ISION party is travelling through and any relevant
The party can always see if neighboring hexes modifiers, as described in the Activity DC tables.
are mountains. For any hex size other than 24 On a success, the party follows the planned
miles, the party can see any terrain type in each route. On a failure, the party is lost.
neighboring hex, unless they are currently in a If the DC is 0 or less, the party cannot get lost
forest or mountain hex. (and therefore a navigator is not required).
Example Proficiencies. Wisdom (Survival),
T RAVEL D ISTANCE Intelligence (Navigator’s Tools).
The party can reasonably travel for 8 hours each Becoming Lost. If the party becomes lost, draw
day. The number of hexes that can be traversed a square on the map with the party’s starting
depends on the environment, as shown in the location in one corner and each side length
Hours Per 5-6 Mile Hex and Other Hex Sizes equal to the number of hexes the party
tables. These numbers assume that the party traversed, covering the hexes the party could
possesses any appropriate gear, such as snow theoretically be in. The DM then secretly
shoes or mountaineering equipment. chooses or randomly decides which hex within
Vehicles and Mounts. Mounts (or a vehicle) the square the party is in. The DM tells the
might allow the party to traverse more hexes in party what environment they’re in and describes
a day. Not all vehicles are applicable in all any landmarks in the hex, but doesn’t give them
environments however. For example, carriages any more information than that. It’s up to the
are likely only usable on roads, and most party to solve their predicament!
vehicles will not be any faster than walking in F ORAGE
forests or mountains. You forage for food and water. The DC is
Forced March. If the party wants to traverse determined by the environment the party is in
more hexes, they can travel for up to 16 hours and any relevant modifiers, as described in the
in a single day, instead of the normal 8. Each Activity DC tables. On a success, you find
additional hour costs each character 1 Hit Die, enough food and water to feed the PCs for the
or one level of exhaustion. day. If you beat the DC by 10+, you also find
Stealth. Travelling undetected relies on spotting enough for the PCs’ mounts and close
threats before they spot you. See the On Watch companions. Each unfed creature consumes 5
activity, described in the next section. sp worth of rations for the day or loses 1 Hit Die.
Rotating Shifts. If the party is travelling on a If they have no remaining Hit Dice, or don’t eat
vehicle large enough for them to rest, and the or drink for a number of days equal to their
creatures operating the vehicle (such as horses, Constitution modifier, they gain a level of
oarsmen, boiler room workers, or captain) can exhaustion.
change at least every 8 hours, the party can Example Proficiencies. Intelligence or Wisdom
travel for 24 hours a day. (Survival or Nature).
CHAPTER 8: EXPLORING THE WILD
17
Don’t track rations – just track water M OTIVATE
Water is heavier and more vital than rations. 10 pounds of You motivate the party to keep the pace up by
water is required each day, compared to 2 pounds of food, playing music, coaching, persuading or
and a few days without water can be deadly. intimidating the party.
Assume that the party can travel with 2 days worth of
water per person. If they have a vehicle (or mount) carrying
The DC is 10 + the average party level. On a
a barrel of water, the party has a week’s worth of water. success, the first 3 hours of a forced march that
This rule-of-thumb is enough to make foraging both simpler day don’t cost Hit Dice, and players can add a
and more important. d4 to any initiative checks that day.
To prevent water being trivial to acquire, magic below
Example Proficiencies. Charisma (Persuasion),
3rd level cannot provide hydration.
Strength or Charisma (Intimidate or Athletics),
Wisdom or Charisma (Musical Instrument).
S EARCH
You are tracking a creature or searching for O N WATCH
something. Regardless of what you are You vigilantly keep a look out for creatures and
searching for, calculate the DC using the Activity hazards. If other creatures are also on watch,
DC tables, based on the environment the party spotting them before they spot the party requires
is in and any other relevant factors. On a a succeeding at a contested Wisdom (Perception)
success, choose one of the following: check. Otherwise you always spot them first.
• You find what you’re looking for, if the DM
Seeing creatures early allows the party to avoid
them using normal stealth rules, if desired.
knows it’s in the hexes you travelled through.
• Roll d10+10, and choose whether to replace
You also have a chance to spot some
the DM’s Random Encounter roll for the day Environment Hazards more quickly, using the
with the new roll (without knowing what the environment’s Search DC.
DM rolled). If an Environment Hazard has Example Proficiencies. Wisdom (Perception).
already been introduced, the roll would be in
addition to the Hazard, instead of replacing it. U TILIZE V EHICLE
Example Proficiencies. Intelligence or Wisdom Whether its skillful control, tender caring of
(Survival, Investigation or Perception). animals, or clever adjustments, vehicles and
mounts can be pushed to travel faster.
S UPPOR T The DC to utilize a vehicle (or mount) in this
You help the party handle the wilderness with way is determined by the environment the party
supporting tasks like preparing meals or alcohol, is in and any relevant modifiers, as described in
tending to injuries, or repairing shoes or gear. the Activity DC tables. On a success, the first 3
The DC is 10 + the average party level. On a hours of a forced march that day don’t cost Hit
success, the party does not lose a Hit Die for Dice, and you have advantage on any checks or
sleeping in the wild that day, and other party saving throws made to control the vehicle (or
members can add a d4 to their Activity checks. mount).
Example Proficiencies. Intelligence or Wisdom Example Proficiencies. Dexterity, Intelligence or
(Medicine, Cook’s Utensils or Brewer’s Supplies), Wisdom (Vehicle (Land or Water)), Wisdom
Intelligence or Strength (Cobbler’s Tools), (Animal Handling), Strength or Intelligence
Intelligence or Dexterity (Weaver’s Tools). (Carpenter’s, Smith’s, or Tinker’s tools).

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

CHAPTER 8: EXPLORING THE WILD


18
Activity DC Modifiers Sharpened Weapon. You find strange wood, a
Modifier DC high-quality whetstone, or something similarly
Lightly obscured (e.g. rain, torchlight, darkvision) +5 appropriate. With the materials you craft or
Heavily obscured (e.g. night, heavy fog) +10 sharpen a weapon. It deals +5 damage the first
Magical influences (e.g. fey, celestial, demonic) +/-5 time it hits. Roll Dexterity or Wisdom (Mason’s,
Smith’s, Tinker’s, Jeweler’s, Woodcarver’s or
Carpenter’s tools).
C HRONICLE Special material. At the DM’s discretion, you
You chronicle the party’s journey, creating a can also gather materials to craft other things,
record such as drawings, songs, poems, a though some may take longer than a day to
journal, or maps. Any chronicle you create has a make or require more materials.
set amount of value, either in gold pieces or
services. For example you could recount the
chronicle at taverns for free food and beds, or
sell copies of the work to a library or guild.
R ANDOM E NCOUNTERS
Each day of travel, if there is no premade new
Roll an ability check with one of the skills or
content in the hex, the DM rolls a d20 on the
toolkits below that you are proficient with. The
Random Encounter table. In a city, roll d6+7.
chronicle has a gp value equal to the result. The
value is doubled if you discover a new location or
creature in the area. Random Encounters
If you roll above the environment’s navigation
d20 Encounter
DC, the party can travel the same route without
1 A large-scale event occurs, affecting an entire hex.
making a navigation check in future. This 2-10 No random encounter.
includes backtracking if you become lost. 11-12 The DM rolls on the Unexpected Humanoids table.
Example Proficiencies. Intelligence (History, 13-14 The DM rolls on the Environment Hazard table.
Performance, Musical Instrument, Forgery kit or 15-16 The DM rolls on the Monuments And Weird Locales
Cartographer’s tools), Intelligence or Dexterity table. Can optionally include treasure, but not
(Calligrapher’s or Painter’s supplies). without traps, hazards, or creatures from the
relevant environment encounter table.
C RAFT (M ULTIPLE ) 17-19 The DM rolls on the relevant environment encounter
Each day, you gather materials from the table. 25% chance of the encounter happening while
environment and craft one of the following, the party is resting.
20 A lair or stronghold. It likely contains lair effects and
depending on the toolkit you use. The DCs are
a treasure hoard. The DM chooses what creatures
presented in the Activity DC table.
occupy it from the relevant environment encounter
Magic Ink. You find a faintly magical liquid in a table, and whether the party encounters regional
plant or carcass, and either scribe a cantrip or effects while performing their activities.
1st level spell you know, or create a letter or
artwork that causes the first viewer to be under
the effect of the Suggestion spell. Roll If a large-scale event occurs, the party can
Intelligence or Wisdom (Forgery kit, Painter’s or change route, avoiding that hex but delaying
Calligrapher’s supplies, Cartographer’s tools). their travel by at least one hex (perhaps more, if
Potion of Healing. You find ingredients and the hex is a bridge or mountain pass). Examples
create a potion of healing. Roll Intelligence or of large-scale events include an army marching
Wisdom (Herbalism or Poisoner’s kit, or or camping or fighting, a dragon searching for
Alchemist’s supplies). prey, a festival, or a supernatural event.
Poison. You find ingredients and create a mild
poison. It is an ingestion or injury poison, and E NVIRONMENT E NCOUNTERS
causes the target to become poisoned for an
hour if they fail a DC 15 Constitution Saving If a random environment encounter happens,
Throw. Roll Intelligence or Wisdom (Brewer’s or the DM either rolls a d100 or chooses an
Alchemist’s supplies, Cook’s utensils, Herbalism encounter on the relevant environment table
or Poisoner’s kit). (p.92-112 of XGE), using the environment of one
Temporary Protection. You find materials and of the hexes that the party is travelling through
craft a makeshift piece of protective equipment. that day.
It provides +2 AC for up to 7 days until it On a road or river, use the encounter tables
prevents an attack that would otherwise hit the that match the surrounding environment.
wearer. Roll Strength or Wisdom (Woodcarver’s, When imagining the terrain surrounding a
Carpenter’s, Leatherworker’s, Cobbler’s, Potter’s random encounter, consider adding a random
or Weaver’s tools). monument or weird locale.

CHAPTER 8: EXPLORING THE WILD


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

Variant rule: Far from home T HE R EACTION R OLL


The further from civilization the party is, the more If an encounter involves creatures the party
dangerous the wilderness becomes. When rolling on an hasn’t met before, the DM either chooses or rolls
environment encounter table, add +5 for each hex on the Reactions table to see how those
between the current hex and the nearest town. If the result
exceeds 100, use the table for the next tier of party level. creatures react to the party.
Monster Desires. Reaction rolls can be used in
conjunction with the Parleying With Monsters
Unexpected Humanoids rules in TCE (p.148), to determine what the
d6 Encounter creatures are interested in.
1 Bandits, assassins, or other creatures surround,
threaten, and/or ambush the party. If in doubt, use Reactions
the Urban Encounter tables on p.110-112 of XGE.
2 The party sees humanoids or monsters attacking d20 Encounter
a caravan, homestead, settlement, or other group. 1 The creature(s) immediately attack the party, acting
Choose creatures from the appropriate hex terrain in a crazed or strange way with no regard for their
table or from the urban table. own safety.
3 Another group of adventurers is travelling through the 2-6 The creature(s) are hostile towards the party, and
region, perhaps on the same quest, or a quest the look for a good moment to attack.
party declined. 7-12 The creature(s) are unfriendly towards the party, and
4 A messenger (humanoid or otherwise) travels with will attack if provoked or tempted.
news, either for a town, a leader, or the party. 13-16 The creature(s) are indifferent towards the party,
5 An experienced merchant, nomad or hermit has perhaps curious, or ignoring them entirely.
specialty goods for sale at half their normal value, such 17-19 The creature(s) are friendly towards the party, and
as poisons, silver or adamantine weapons, gnomish maybe curious or welcoming.
contraptions, or uncommon beasts. 20 If sapient, the creature(s) fall to their knees, praising
6 An experienced spellcaster, perhaps travelling or living the party for saving them, or for fulfilling a prophecy.
in isolation, has spell scrolls and magic items for sale Otherwise the creature(s) act like domesticated
at half their normal value. If in doubt, use the “Buying animals owned by the party.
a Magic Item" downtime rules on p.126 of XGE. To
simplify it, roll 4 items on Table F on p.146 of the DMG.

Variant rule: Renown


If you are using the custom Renown rules, consider
modifying the d20 reaction roll with any relevant renown
score, if one exists. If the result is above 20 or below 1, one
of the creatures personally knows a party member.

CHAPTER 8: EXPLORING THE WILD


20
Environment Hazard happening and can stop half the party from
d6 1-2 3-4 5-6 moving onto the quicksand.
Roads Storm Flash Flood Nothing Any creatures in the quicksand start partially
Grassland Flash Flood Wide River Insect Swarm submerged, and will be fully submerged in 1, 2,
Coastal Storm Flash Flood Wide River or 3 rounds if they are Small, Medium, or Large
Desert Heat Wave Heat Wave Quicksand respectively. Fully submerged creatures drop to
Arctic Cold Snap Blizzard Rock Slide 0 hit points but are stable. Simple wooden
Underdark Rock Slide Wide Canyon Razorvine vehicles that become submerged are destroyed.
Swamp Quicksand Insect Swarm Razorvine
Creatures can make it to the edge with an
Hills Storm Rock Slide Wide River
Forest Quicksand Insect Swarm Razorvine
action and a successful Strength check (no
Mountains Blizzard Rock Slide Wide Canyon proficiency). The DC is 10 + 5 for each previous
On water Heat Wave Storm Storm turn they have had while submerged. Creatures
In the air Cold Snap Storm Storm out of the quicksand have advantage on the
Urban Storm Flash Flood Nothing check to pull another creature or object out,
though the target is d2 × 5 feet from the closest
edge and may be difficult to reach. Anything
E NVIRONMENT H AZARDS fully submerged can eventually be pulled out.
A variety of dilemmas can come up while Flash Flood. Several hours of pouring rain cause
travelling, just from the environment alone. The a flash flood in the area. Fast-moving water 5
Environment Hazard table outlines some feet deep rushes through an area for several
possibilities for each type of environment, minutes, destroying topsoil, plants, vehicles, and
though many others could be applicable. maybe even trees. Each creature has one turn to
Weather. Strong weather might change the react (in any order) before the water hits them. If
environment enough in a hex to change which a character is On Watch and succeeds against
hazards are possible. For example, a cold snap the environment’s Search DC, they can warn the
or blizzard might be possible in any environment party and give everyone an additional turn.
if it’s winter. Each creature hit by the flood must make a DC
Regional Effects. The regional effects near the 20 Strength Saving Throw, or be swept d6 ×100
lairs of powerful creatures can be treated as feet away and drop to 0 hit points. By default,
Environment Hazards that either replace the high ground can be found 40+(d10 ×10) feet
Random Encounter roll, or occur in addition to away from any given character (roll separately
the roll. At least one regional effect should occur for each character). High-ground includes large
before the party reaches a lair. trees, hills, and buildings.
Hazard XP. If your group is playing with XP Rock Slide. Nearby rocks, dirt or snow come
earned from encounters, surviving any of the loose and roll down towards the party. Each
hazards presented here is equivalent to creature makes a DC 15 Dexterity Saving Throw
overcoming a Medium Difficulty encounter, no or is knocked unconscious momentarily, gaining
matter how well or poorly the hazard is handled. a level of exhaustion upon waking. If a character
is On Watch and succeeds against the
L IST OF H AZARDS environment’s Search DC, they can warn the
The rules for each type of hazard are outlined party and give everyone advantage on the save.
below. Some just require saving throws, while Insect Swarm. A swarm of insects moves
others are open-ended puzzles. through the party. Each creature makes a DC
Wide River or Canyon. A wide river or canyon 15 Constitution Saving Throw or gains a level of
blocks the party’s route. It is 4d4 ×5 feet wide. exhaustion. If a character is On Watch and
If it’s a river, it’s d6 ×5 feet deep at its deepest succeeds against the environment’s Search DC,
and fast-moving. If it’s a canyon, it’s d6 ×50 feet they can warn the party and give everyone
deep. The party either thinks of a way to get advantage on the save.
across, stops there for the day, or spends 3 Razorvine. The party’s route is covered in
hours in a forced march to find a bridge or Razorvine, a magical, malignant, malicious weed
narrow crossing. Swimming across a river that is known for appearing one day and
requires a DC 15 Strength (Athletics) check to disappearing the next. All Activity DCs (except
not gain a level of exhaustion. Craft Poison) are increased by 5 for the day, and
Quicksand. A 10 feet deep area of sand or mud each creature loses half their current Hit Dice,
beneath the party becomes churned up by the or a quarter if a character is successfully
party’s movement, becoming liquefied. If a Supporting the party (minimum of one).
character is On Watch and succeeds against the Blizzard. Freezing winds and snow heavily
environment’s Search DC, they spot what’s obscure everything for the day. Creatures either

CHAPTER 8: EXPLORING THE WILD


21
find cover and make no progress that day, or
risk the blizzard to perform their activities and
A DVANCED R ECIPE FOR
travel half the expected number of hexes.
Finding cover (such as a building or cave)
H EX E NCOUNTERS
requires a DC 10 Perception check at If you want to prepare larger or more detailed
disadvantage, with a 50% chance of the cover encounters between sessions, the procedure
being occupied by a strange person. Creatures below is designed to set you up for success, with
that don’t find cover make a DC 15 Constitution clear opportunities and challenges for the party.
Saving Throw or gain a level of exhaustion, and The encounters will depend on the terrain type.
those without cold weather gear or resistance to When placing these encounters on your hex
cold damage drop to 0 hit points. map, remember to leave room for the other types
Cold Snap. The temperature drops incredibly low of encounters listed in the Random Encounters
for several hours. All creatures make a DC 15 table: large-scale events, unexpected humanoids,
Constitution Saving Throw or gain a level of hazards, and strongholds.
exhaustion. Creatures without cold weather gear
or resistance to cold drop to 0 hit points. T HE R ECIPE
Heat Wave. The day becomes unbearably hot for These steps are intended to be iterative. Do
several hours. All creatures make a DC 15 them in order, but revisit any steps if you have
Constitution Saving Throw or gain a level of better ideas later on in the process. Remember
exhaustion. Creatures who remain in armor that you’re free to use your own idea if you think
without resistance to fire drop to 0 hit points. of something not included in the tables.
Storm. Strong winds and rain heavily obscure Step 1. Choose a mood for the encounter from
everything for the day. Creatures either find the Mood table. When you introduce the scene
cover and make no progress that day, or risk the to your players, start by describing the mood.
storm. Any creatures that don’t find cover (such Step 2. Choose one result from the Monuments
as a building or cave) can’t gain the benefits of and Weird Locales table. Decide if you’d like the
short rests, and they make a DC 15 Constitution encounter to be mostly indoors or outdoors.
Saving Throw. On a failure, they either lose a
Step 3. If the encounter will be outdoors, choose
Hit Die or gain a level of exhaustion. Water and
at least one terrain feature from the Outdoor
air ships that don’t find safety require the
Terrain Features table.
captain to make a DC 10 Intelligence or Wisdom
(Vehicle (Water or Air)) check, or the ship begins Step 4. Draw a map for the encounter that’s
to sink or crash. either outdoors, indoors, or a mix. A simple
sketch can be enough, unless you expect combat
Eldritch Storms. If appropriate, the storm can
to occur. Include your Monument or Weird
be flavored using the descriptions in TCE
Locale, and any terrain features.
(p.163): Flaywind, Flame Storm, Necrotic
Tempest, Thrym’s Howl. Step 5. Choose an encounter from the relevant
environment table on p.92-112 of XGE, and
what the chosen creatures want from the
D OWNTIME relevant table on p.148-149 of TCE. Use either
table first, or both together to find a combination
T RAVELLING you like.
Player characters can travel for 8 hours a day Step 6. Decide what the creatures are doing
during downtime without risking random when the party first sees them, and what their
encounters or attempting activities. However initial reaction will be upon seeing the party (you
unless they are travelling on a road (or aboard a can use the Reactions table).
passenger ship), they can only travel through Step 7. Decide what rewards are possible for the
hexes they have previously travelled through. party to earn using the Hex Rewards table, and
how the rewards are related to the chosen
A CTIVITIES creatures and/or monument or weird locale.
With a week of downtime, a PC can successfully Step 7b. Optional: Add a twist from the
complete one of the following Activities without Encounter Twists table. This can be important if
risk (assuming they meet any proficiency the encounter doesn’t yet have conflict or stakes.
requirements): Step 8. Place all NPC creatures on the map, and
• Search the area, at the DM’s discretion. any treasure or other interesting objects.
• Chronicle the goings-on in the area for a week. Step 9. Decide if the party is travelling or
• Craft one of the listed items. Special materials camping when they notice the encounter, and
are still at the DM’s discretion. what side or corner of the map they start in.

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Mood O THER R ESOURCES
d8 Choose one to start, perhaps transitioning later
1 Bright, sunny, lively, chirping birds, the smell of flowers T RAPS
2 Grey, still, quiet, undisturbed, suspicious Instead of creatures, the encounter might
3 Rainy, muddy, miserable, soaked clothes, hard to see involve traps. Skip Steps 5-7 and instead choose
4 Windy, fierce, howling, hard to walk/talk or create some traps using the tables on
5 Stormy, chaotic, violent, lightning, panicked animals p.114-123 of XGE. Use either 2 simple traps or 1
6 Sweltering heat, sweaty, stuffy, short tempers complex trap.
7 Freezing cold, frosty, stinging skin, numb
8 Strangely coloured sky, otherworldly sounds and smells S UPERNATURAL R EGIONS
If part of your map is supernatural, the tables
Outdoor Terrain Features on p.150-163 can help evoke that feeling. The
Roads Bridge Cliff face Dense trees tables cover: blessed radiance, far realm,
Grassland River Tall grass Pond haunted, infested, mirror zone, psychic
Coastal Cliff Large waves Sea stacks resonance and unraveling magic. Choose a
Desert Oasis Large dune Rocky outcrop result from the relevant table for Step 6b,
Arctic Trees Frozen river Glacier crevasse instead of using the Encounter Twist table.
Underdark Fungus Chasm Natural pillars
Swamp Reeds Small islands Deep mud/water S UPERNATURAL H AZARDS
Hills Hilltop Steep hillside Huge boulders
For other planes, the effects presented in the
Forest Clearing Huge tree Poisonous floor
Mountains Canyon Bridge Narrow cliff path
DMG can make good hazards. Examples include
On water Whirlpool Small island Sharp rocks Psychic Wind, Psychic Dissonance, Ether
In the air Airstream Storm cloud Scattered clouds Cyclones, Shadowfell Despair, and Mad Winds.
Urban Buildings Wagons Clothes lines
S PECIALIZED F OCUS
If a campaign will be focused in a particular
Encounter Twists environment, specialized encounter tables and
d8 Choose 0 or more to ensure curiosity or drama
hazards might be available in other resources.
1 They are hunting (or being hunted by) other creature(s)
For example:
2 They have unusual intelligence and/or alignment
• Sailing on the sea: see Ghosts of Saltmarsh
3 They are arguing amongst themselves (about what?)
4 They are arguing with a second type of creature • Jungle: see Tomb of Annihilation

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

CHAPTER 8: EXPLORING THE WILD


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