You are on page 1of 18

The Delian Tomb

A First Level Adventure for First Time Players

This adventure was crafted from the "Running the Game" series on YouTube by Matt Colville.
This adventure is intended as a supplement to Matt's series, so please take
the time to watch his videos before you read and run this!
Thank you!
That's right, the second key NPC, Lars, The Blacksmith.
Overview The villagers all know Lars, he's well-loved, but none of them
are equipped to face the challenge of hunting down goblins.
This adventure begins in a small hamlet in the backwater of the
Lars will recognize a band of ratcatchers as quickly as anyone,
kingdom, it's a quiet place... most of the time.
and he won't hesitate to approach the adventurers to ask for
Recently, there has been an in in lux of goblins in the region
their help.
and some of the foul creatures have even begun attacking the
If your players aren't motivated, simply by their sense of
farms in the outskirts of the village of Villane.
justice and duty, you can have Lars point out that their is a
The Player Characters are all friends from a nearby village,
standing bounty for goblin ears by order of the Duke.
traveling to Bedegar, in search of adventure.
Now is a good time to remind you, one of your best moves as a
It isn't long before they ind themselves mixed up in the
Dungeon Master is to simply ask the players, "What do you do?"
business of Goblins, persuing the daughter of the Blacksmith
— this is a great opportunity to use that move!
into the depths of a long forgotten tomb.
Once Lars has convinced the adventurers to help, you can
This is their opportunity to prove themselves, and to rescue
continue on to Part 2 .
someone in need, if they can survive the perils of the Delian
Tomb!
Part 2: Goblin Tracks
Part 1: You Start in a Tavern The Smithy
When the Player Characters arrive in Villane, the villagers
Lars doesn't know where the goblins took his daughter, but he's
recognize them as adventurers — Ratcatchers — the sort of
con ident that a competent adventurer can ind tracks in the
people who will ight just about anything for a bit of coin. Just
area around his house.
the sort of people Villane is in need of.
While Lars can offer this information to the players if they
At this point, all the Players have their Character Sheets, and
seem to be feeling stuck, you should give them the chance to
you're ready to start playing. Read this next part aloud:
propose searching the crime scene on their own.
Dusk falls, and several travelers come to the Green Dragon You can simply narrate the journey from the Green Dragon
Inn to Lars' Smithy, describing the dirt road and the trees that
Inn for food, warmth, and a place to rest. A handful of
dot the path.
villagers are here, ea ng, drinking, and talking about their Once you arrive at the Smithy, use your classic DM move and
day. One day is much the same as another in the hamlet of ask the players, "What do you do?".
Villane. But, looking at you, something tells these villagers You can even has Lars nudge them and ask, "do you see any
tracks?".
something will be different today.
Here is your irst opportunity to ask the player searching for
Now would be a great time for you ask the Players to describe tracks to make a Ability Check .
their Characters. It's good for everyone to get an idea of who The tracks are plentiful, and easy to spot, a character who
they are and who their party is made up of, it will help you all succeeds on a DC 10 Wisdom (Survival) check recognizes that at
get a bit more immersed in the story. least two goblins dragged something north, into the forest. "The
Once everyone has shared their Player Character, you can get Boar Wood," Lars notes.
the ball rolling again by introducing the irst Non-Player
Character, Matt, the Serving Boy.

Can I get you anything to eat? To drink? Where are you from, Ability Checks
where are you going? Not many ratcatchers coming through When you ask a player to make an ability check, they
Villane these days. roll a d20 and add the relevant ability modifier.
In the above instance, a character searching for
This is your opportunity to help the players get immersed in the tracks would roll a Wisdom (Survival) check set to a
world, feel free to embelish Matt with personality! Take a Difficulty Class of your choosing.
moment to describe what he looks like, how he moves, what he's If the total equals or exceeds the DC, the ability
doing as he approaches. check is a success—the creature overcomes the
challenge at hand. Otherwise, it’s a failure, which
While Matt is off ixing whatever the PCs have ordered, and
means the character or monster makes no progress
the characters have had a chance to get to know each other and
toward the objec ve or makes progress combined with
the NPCs, something has to happen... a setback determined by the DM.
Remember these common DCs as a rule of thumb,
A large man, wearing a black leather apron over linen shirt you can choose any number for your challenge.
and woolen pants bursts in the door. He smells of sulfur and
Difficulty DC
carries a heavy hammer.
Easy 10
"They got Bess", he says, "they got my girl!" Moderate 15
Goblins have kidnapped the Blacksmith's daughter!
Hard 20
The adventurers have tracked the goblins through the forest and
discovered their hideout. The hideout appears to be an ancient
Random Encounters ruin, an old structure infested by the goblins recently.
The world of Dungeons & Dragons is burs ng with
monsters and villains!
Whenever an adventurer sets out from the lawful Goblin Patrol
lands of civiliza on, they risk being set upon by agents Just beyond the reach of the Boar Wood, a clearing stretches out
of ill intent.
before low sprawling hills. In the distance the stonework of the
Any me the players stop to rest outside of a
tomb is just barely visible between the sparse trees and rolling
civilized area, you can use a Random Encounter table
to keep them on their toes. hills.
If the players feel like they can stop and rest any Any players who decide to monitor the hilltop before
me they're wounded, or low on spell slots -- they will. approaching will spot two goblins patrolling the area.
This behavior will grind everything to a halt, and one This is a good time to check if the Player Characters are
of your main jobs as a DM is to keep the game moving! sneaking as they make their approach.
Feel free to ask your players a leading question like, "Are you
trying to avoid being seen?", to which they will almost always
The Boar Wood say, "Yes!". Reminding the players to be cautious this way will
help reinforce the verisimilitude of the game world.
The Boar Wood is a large expanse of forest, inhabited mostly by
If any of the adventurers are spotted, the goblins will ready
boar — as the name suggests. The locals hunt here frequently,
their bows and will not be surprised when the combat begins.
and it is free of goblins. If the goblins went this way, they must
have a hideout somewhere beyond the Boar Wood . After the irst round, every time a goblin takes a turn, check to
see if they have taken any damage. If they have taken damage, or
The journey to the other side of the forest is going to take a bit
their buddy was slain, the goblin will retreat to warn its
longer than what they can cover in a single day, the adventurers
brethren inside the tomb.
will be required to spend the night.
This is a great opportunity to remind the players that the Until the goblin is either dead, or inside, they will spend their
wilderness is a dangerous place, your goal here is to make the movement retreating and their action iring arrows back at the
players take watch in middle of the forest and feel wary, adventurers.
wondering if something is going to attack them in the middle of If the goblin patrol survives long enough, you might have him
the night! shout a warning to the goblins guarding the entrance of the
tomb. If this happens, the Player Characters are in range to see
You travel deep into the Boar Wood, tracking the trail le by that the guards leave their posts to retreat into the tomb. The
guards have gone to alert the others of the danger coming their
the goblins long in the night. The darkness has become too
way.
great to navigate the forest any further, and so you find a
small clearing and set up camp.

Ask the players to decide who will take irst watch, and ask that
player to roll a d12 .
Determining Surprise
Before you begin a combat encounter, you must first
Random Encounters in the Boar Wood determine who, if anyone, is Surprised.
If anyone was a emp ng to be sneaky, prior to the
d12 Encounter encounter, have them roll a Dexterity (Stealth) Ability
1-10 - Check against a DC set by Passive Percep on (10 + the
Wisdom Modifier) each creature on the opposing side.
11 -
A creature ac vely searching for another creature
12 A wild boar comes to inves gate (non-combat) will roll a Wisdom (Percep on) check against the
Dexterity (Stealth) roll of the other creature.
While you could choose to throw something hostile at the If neither side a empts to be stealthy, they no ce
players, the goal here is to get them to the tomb as quickly as each other at the same me.
possible, but rolling dice is fun and it tells the players that A surprised creature cannot take an ac on or move
something could happen. on their first turn. They cannot take a reac on un l
So, excepting the curious boar who may have come by to sniff
a er their first turn ends.
For complete details regarding the ins and outs of
around the camp, the evening passes uneventfully.
combat, refer to Chapter 9 of the Player's Handbook!
Once outside the forest, after an hour or two of travel, the
adventurers will see their destination in the distance.

As you break through the treeline, you briefly spot a small form
moving about the hilltop ahead of you.

As the players emerge from the Boar Wood, they spot the
movement of a goblin patrol.
It's time to ask them once again, "What do you do?".

Part 3: Out of the Woods


At the bottom of the stairs, a dim light illuminates a large room
Part 4: The Delian Tomb littered with moldy bedrolls and goblins!
The number of goblins in this room should be equal to 1+
Long ago, when the Caelian empire ruled, a knight by the name the number of Player Characters. Additionally, if the players
of Delius founded the Delian Order and together they devoted managed to sneak past the goblin patrol without ever alerting
their lives to the ight against Maglubiyet. This is their resting them, they too will join the ight after the irst round of combat.
place, long forgotten. If the players have managed to deal with both the patrol and
Today, the goblins who have infested the tomb are preparing the guards, without allowing them to retreat into the tomb to
to desecrate the site with a human sacra ice. It is their intent to warn the others — the players have the opportunity to catch
consecrate the tomb in the name of Maglubiyet. these goblins by surprise.
If, on the other hand, both sides are aware of the other, be
1. Entrance prepared for the players to try some out of the box thinking.
They may not want to venture into a den of goblins, they may
Two goblins stand guard before the sundered, stone doors of instead try to lush them out. Be prepared for anything. Let the
the tomb. (Unless of course, they have been warned by the players experiment. In fact, encourage it!
patrol!) . Once the goblins are dealt with, take a moment to describe
As the Player Characters approach the guards, it would be a the room.
good idea to ask them once again if they are attempting to be
sneaky. If they are, ask them to roll a Stealth Check against the The brazier at the center of this room gently illuminates the
goblin guards' Passive Perception.
walls. On one side, a detailed carving depicts a company of
It's also possible for the Player Characters to simply use the
geometry of the ruins to sneak up on the unwitting guards,
knights figh ng back a torrent of monsters, perhaps even
easily gaining a Surprise Round when they initiate the combat. goblins!
On the goblins' irst turn of combat, they will both attempt to
retreat inside. The presence of the adventurers tells them that On the other wall, there is an inscrip on, it reads: "I swear
the patrol was killed, and they aren't going to stand around to fight chaos in all of its forms, to uphold order, by honor of
awaiting that same fate! my word"

2. Offering Room The next room lies beyond a twisting corridor that fades into
darkness beyond the light of of brazier. Halfway down the
After the adventurers have dispatched the goblin guards, they corridor, just before the turn, there lies a pressure plate trap.
descend into the tomb itself. Remember to describe the the
tomb using as many senses as seem reasonable to you.
3. Pressure Plate Trap
It's very dark as you move down the steps and into the tomb, A character who succeeds on a DC 12 Wisdom (Perception)
the musty air cools by the step. You can hear faint, rhythmic check will notice the trap, the faint light of the brazier just
cha er echoing up from the heart of the structure. barely catching the raised bit of loor. If a character then
succeeds on a DC 10 Dexterity check
The goblins have begun their ritual, the distant chatter is the using thieves' tools, they can
chanting of a goblin shaman. disable the trap without
triggering it.
This can also be attempted with any bladed weapon, but the Near the cage where Bess was being held, there is a large nest
check is made at disadvantage. of blankets where the bugbear slept. The nest is littered with a
Additionally, if there are any Small sized Player Characters few dozen gold pieces and gemstones worth 2d20 + 10 gp.
(Hal ings, Gnomes) they won't trigger the trap. The statue of Delius has an inscription at the base, it reads:
Any other creature who steps on the pressure plate will
trigger the trap, causing a scythe to sweep down from the If you are to keep this, you must first give it to me.
ceiling. The character who triggered the trap must succeed a on
a DC 15 Dexterity saving throw or suffer 1d8 slashing damage. If any character speaks, "I give my word" — or anything in the
spirit of that — the secret door leading to the tomb will open!
Once the trap has either been disabled, or triggered it is
exhausted and will not be triggered again.
5. Tomb of the Delian Order
4. Hall of the Oathkeeper The true resting place of the Delian Order, hidden away behind
the Hall of the Oathkeeper. Inside, there are six sarcophagi
bearing the resemblances of their knights they hold. As well as a
Dominated by a giant stone statue of a knight, raised up on a much larger, more elaborately carved sarcophagus at the center,
dais, standing tall with their sword point down between their bearing the form of Lord Delius.
feet. Each of the sarcophagi have the names of their occupants
etched at their feet. There is a journal, mostly rotted away, laying
A thick haze billows up from a makeshi altar in the center atop Delius' sarcophagus.
of the room where a goblin adorned with jewelery and It is written in Common, and what can be read explains the
origin of the Delian Order and their purpose.
warpaint chants rhythmically while they rock back and forth.
There are also a number of potions of healing scattered
about the tomb, left as offerings to the Order long ago.
Behind the goblin, a young girl quietly whimpers, head in
If any character attempts to open a sarcophagi, they will
her hands, from a small cage near the foot of the statue. disturb the spirits of the Delian Order. Righteous skeletons will
emerge from the sarcophagi, eager to expel the desecrators from
What was once the sacred chamber consecrated by the Delian their tomb.
Order on behalf of Lord Delius has been desecrated by the
One exception being, in the event that the character who
goblins.
attempts to open a sarcophagi is a Paladin who has sworn the
Along with the goblin shaman the leader of this band of Delian Oath, for they are a member of the Delian Order. The
miscreants resides here, a bugbear. treasures are theirs by holy right!
Each sarcophagi holds chainmail, as well as a longsword,
and a shield bearing the Coat of Arms of the Delian Order.
Delius' sarcophagus hold chainmail, and a shield bearing
the Delian crest, as well as the Golbin Slayer Longsword.
The Goblin Slayer Longsword has the same properties as a
standard longsword, but it does an extra 1d6 damage to
Goblinoids (goblins, hobgoblins, and bugbears!).

Master of the Dungeon


Remember that the world your players are exploring is
ul mately cra ed by you. If you feel that things are
going too easily, or too difficultly, you can add or
remove enemies, or tweak them to be er fit the tone
and pace you're aiming for.
Perhaps the party has been lucky, or smart, and they
are entering the final room with plenty of health and
spell slots, you can throw an extra goblin lackey into
the Hall of the Oathkeeper!
Maybe they've had a rough me, it's perfectly alright
for you to suggest they take a short rest in one of the
rooms they've already cleared.
This is the irst time the players have encountered a clever
enemy, the bugbear is not driven by fear like his goblin toadies.
It will ight tactically, it might even have a potion of healing!
Once the monsters have been slain, and Bess has been helped
out from the cage, the players will likely wish to search the
room.
The makeshift altar is covered with bits of charcoal, cork,
sulfur, and other spellcasting materials. Amidst these
accoutrements there are two potions of healing.
Monster Stat Blocks Goblin
The monsters appearing in the adventure are listed here. Small humanoid, neutral evil

Armor Class 15
Bugbear Hit Points 7
Speed 30 ft.
Medium humanoid, chaotic evil

Armor Class 16 STR DEX CON INT WIS CHA


Hit Points 27 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Speed 30 ft.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
STR DEX CON INT WIS CHA Languages Common, Goblin
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) Challenge 1/4 (50 XP)

Skills Stealth +6, Survival +2


Senses darkvision Ac ons
Languages Common, Goblin Scimitar. Melee Weapon Attack: +4 to hit, reach 5 .,
Challenge 1 (200 XP) one target. Hit: 5 slashing damage

Brute. When the bugbear hits with a melee weapon Shortbow. Ranged Weapon Attack: +4 to hit, range
a ack, the a ack deals one extra die of the weapon's 80 ./320 ., one targe. Hit: 5 piercing damage
damage to the target (included below). Goblins are black-hearted, gather in overwhelming
numbers, and crave power, which they abuse.
Surprise Attack. If the bugbear surprises a creature and
hits it with an a ack during the first round of combat,
the target takes an extra 7 (2d6) damage from the
a ack.

Ac ons Goblin Shaman


Small humanoid, neutral evil
Morningstar. Melee Weapon A ack: +4 to hit, reach 5
., one target. Hit: 11 piercing damage.
Armor Class 15
Javelin. Melee or Ranged Weapon A ack: +4 to hit, Hit Points 7
reach 5 . or range 30 . - 120 ., one target. Hit: 5 Speed 30 ft.
piercing damage, or 9 piercing damage in melee.
Bugbears are cruel and unruly humanoids that live to STR DEX CON INT WIS CHA
bully the weak and dislike being bossed around. Despite
their in mida ng builds, bugbears move with surprising 8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 8 (-1)
stealth and are fond of se ng ambushes.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Spellcasting. The Goblin Shaman is a 1st level spell


caster. Its spellcas ng ability is Wisdom (spell save DC
11, +3 to hit with spell a acks).
Cantrips (at-will): light, mending, sacred flame 1st
level(2 slots): healing word, shield of faith

Ac ons
Dagger. Melee Weapon Attack: +4 to hit, one target.
Hit: 5 slashing damage
Goblins Shamans are much the same as their brethren,
though they have a knack for spellcas ng, which they
use to strike fear into their lesser counterparts as a
means to gain status.
Magic Items
Skeleton
Medium undead, lawful evil & Other Treasures
The items appearing in the adventure are listed here.
Armor Class 13 (armor scraps)
Hit Points 13
Speed 30 ft. Weapons
Longsword
STR DEX CON INT WIS CHA Weapon, uncommon The preferred weapon of a martial
swordsman. The longsword offers versatility in combat,
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
bene iting from either two-handed ighting or the use of a
shield.
Damage Vulnerabilities bludgeoning
Damage: 1d8 Slashing
Damage Immunities poison
Condition Immunities poisoned Properties: Versatile (1d10)
Senses darkvision 60 ft. Weight: 3 lb.
Languages understands languages it knew in life but
cannot speak
Challenge 1/4 (50 XP)
Armor
Chain Mail
Ac ons Armor, uncommon
Made of interlocking metal rings, chain mail includes a layer
Shortsword. Melee Weapon A ack: +4 to hit, reach 5 ., of quilted fabric worn underneath the mail to prevent cha ing
one target. Hit: 5 piercing damage. and to cushion the impact of blows. The suit includes gauntlets.
Armor Class: 16
Shortbow. Ranged Weapon Attack: +4 to hit, range
80 ./320 ., one target. Hit: 5 piercing damage Stealth: Disadvantage
Weight: 55 lb.
Assemblages of bones animated by dark magic,
skeletons heed the summons of those who create them Shield
or rise of their own accord in places saturated with Armor, uncommon
deathly magic.
A shield is made from wood or metal and is carried in one
hand. Wielding a shield increases your Armor Class by 2. You
can bene it from only one shield at a time.
Armor Class: +2
Weight: 6 lb.
Darkvision
Many creatures in the worlds of D&D, especially those
that dwell underground, have darkvision.
Magic Items
Within a specified range, a creature with darkvision Potion of Healing
can see in darkness as if the darkness were dim light, Potion, common
so areas of darkness are only lightly obscured as far as
When you drink this potion, you regain 2d4 + 2 hit points.
that creature is concerned.
However, the creature can’t discern color in
darkness, only shades of gray. Goblin Slayer Longsword
Magic weapon, rare
This is the weapon of Lord Delius, founder of the Delian
Order. His weapon is blessed with a righteous ire that burns the
lesh of Maglubiyet's children.
Damage: 1d8 Slashing + 1d6 to Goblinoids
Properties: Versatile (1d10) + 1d6 to Goblinoids
Weight: 3 lb.
Appendix A: Running the Game
This adventure was crafted from the Running the Game series Even in the context of a pitched battle, there’s still plenty of
by Matt Colville, it's intended for irst-time Dungeon Masters opportunity for adventurers to attempt wacky stunts like
and Players. As such, this section will be a quick overview of the sur ing down a light of stairs on a shield, to examine the
rules of the game and the role of the DM. The purpose of this environment (perhaps by pulling a mysterious lever), and to
adventure is to get you running D&D, tonight! interact with other creatures, including allies, enemies, and
neutral parties.

The Dungeon Master


The role of Dungeon Master (DM) is one of many hats:
Verisimilitude
One of the most important parts of running the game is
The DM is the narrator. It is your job to set the pace of the maintaining the suspension of disbelief around your table.
story and present the many scenarios the players will Allowing for an environment where the players can get lost in
encounter. the gameworld not only elevates the gameplay, it also motivates
roleplay.
The DM is the referee. It is your job to adjudicate unclear
On top of that, the more immersed the players are in the
rulings, and to dictate the results of the many dice rolls that
game, the fewer distractions there will be and it will be easier to
carry the story forward.
keep things moving.
The DM runs the monsters. In combat, your job is to play
the role of the monsters and villains, choosing their attacks,
movements, and rolling their dice.
Staying in Character
Remember to use Player Character names when addressing
The DM roleplays Non-Player Characters (NPCs) . your players while in character.
Doing so will help everyone stay in the moment and
Remember, while it is your job to run the monsters, it is not
encourage roleplaying.
the relationship between the DM and the Players should not be
adversarial. Your primary function is to facilitate fun at the table,
for everyone! Narrating Resolutions
Whenever something happens in the course of a combat
The Three Pillars encounter, remember to maintain the immersion of the
gameplay.
of Adventure If the ighter successfully attacks the goblin for 4 points of
damage, don't simply relay that information to the players.
Adventurers can try to do anything their players can imagine, Instead, say something like, "Conan deftly moves between
but it can be helpful to talk about their activities in three broad enemy blades, turning to slash his own sword across chest of
categories: exploration, social interaction, and combat. the goblin chieften!"
Exploration includes both the adventurers’ movement
through the world and their interaction with objects and
situations that require their attention.
Keep the Ball Rolling
Exploration is the give-and-take of the players describing Nothing breaks immersion like cracking open a rulebook every
what they want their characters to do, and the Dungeon Master other second. Make sure everyone is on the same page, and
telling the players what happens as a result. decide when to look up rules. Many groups like to note the rules
On a large scale, that might involve the characters spending a they aren't clear on and look up the of icial rulings after the
day crossing a rolling plain or an hour making their way through session. Don't be afraid to declare DM iat, so long as you aren't
caverns underground. On the smallest scale, it could mean one ruining anyone's fun: the DM has the inal word.
character pulling a lever in a dungeon room to see what
happens.
Social interaction features the adventurers talking to
someone (or something) else.
Rolling a Crit!
It might mean demanding that a captured scout reveal the Whenever you roll the d20, there is the poten al for
secret entrance to the goblin lair, getting information from a extraordinary success or spectacular failure.
rescued prisoner, pleading for mercy from an orc chieftain, or If the d20 roll for an a ack is a 20, the a ack hits
persuading a talkative magic mirror to show a distant location regardless of any modifiers or the target’s AC. This is
to the adventurers. called a cri cal hit!.
Combat involves characters and other creatures swinging If the d20 roll for an a ack is a 1, the a ack misses
weapons, casting spells, maneuvering for position, and so on — regardless of any modifiers or the target’s AC. This is
all in an effort to defeat their opponents, whether that means referred to as a cri cal miss!
killing every enemy, taking captives, or forcing a rout.
Combat is the most structured element of a D&D session, with
creatures taking turns to make sure that everyone gets a chance
to act.
Improvising Ability Checks Roll for Initiative!
The irst thing you do when you begin a combat encounter is ask
The vast majority of rulings you make as DM come down to gut
all the players to "roll for initiative".
instinct. The Rogue will attempt to leap-frog over the Fighter to
Everyone rolls a d20 and adds their Dexterity modi ier to that
do an elaborate lying dagger attack on the Goblin, or the Wizard
roll, this is their Initiative.
will try to use a Firebolt to light a distant torch and illuminate
the path across the rickety rope bridge to ensure safe footing... The DM rolls for the monsters and any NPCs that might
participate in the combat.
There are no explicit Dif iculty Classes (DC) for these exploits.
It is up to you, as DM, to decide. The order of Initiative is determined from highest to lowest,
and this order is maintained from round to round.
Use the following table as a rule of thumb:
If any ties occur, it is at the DMs discretion who goes irst. If
Difficulty DC two players tie, you might allow them to choose or you might
pick the creature with the higher Dexterity.
Easy 10
Moderate
Hard
15
20
Turns
A round of combat consists of each creature taking a turn.
Ability Checks are made with a d20, allowing for the player to On your turn, you can move a distance equal to your speed
add any relevant Skill Pro iciencies to their roll. and take one action. If you have a bonus action it can be
If the task requires that the Player Character perform a agile made at any time during your turn.
lourish, consider the Ability being checked to be Dexterity. If Interactions are typically considered free movement, such
the task requires deftness of mind, consider the Ability being as retrieving a potion from your pack, or speaking brie ly.
checked to be Intelligence. If the Player Character has any Skill Every creature can also make one reaction per round of
pro iciencies that you ind relevant to the exploit allow them to combat.
add that bonus to their roll! Continue taking turns until the combat encounter is resolved.
Remember, it's not always possible to do anything the player
thinks of and it is at your discretion to tell the player if
something is simply impossible. But, try to ind a middle ground
Inspiration
if you can. Inspiration is a rule the Dungeon Master can use to reward the
Ability Checks are written as Ability (Skill) . So, for instance, player for playing their character in a way that’s true to his or
the Wizard's Ability Check and DC might be formulated as "DC her personality traits, ideal, bond, and law.
18 Intelligence (Sleight of Hand) ."
Granting Inspiration
Combat The DM can choose to give a player inspiration for a variety of
Dungeons & Dragons is game about combat, everything else is a reasons.
vehicle to the next encounter. These rules will help you get Typically, DMs award it when a player plays out their
started, but remember to read through your monster's stat personality traits, give in to the drawbacks presented by a law
block in order to create inspired and dramatic combat or bond, and otherwise portray their character in a compelling
encounters that utilize all of their abilities! way.
A player either have inspiration or you don’t — it can’t

Establish Positions stockpile multiple “inspirations” for later use.

The DM decides the positions of all of the monsters and Player


Characters based on their Marching Order or stated position in
Using Inspiration
the current room. It is up to the DM to determine the distances If a player has inspiration, they can expend it when they make
between the PCs and their adversaries, as well as the direction an attack roll, saving throw, or ability check.
they are each facing. Spending your inspiration gives you advantage on that roll.
Additionally, if they have inspiration, they can reward another
Determine Surprise player for good roleplaying, clever thinking, or simply doing
something exciting in the game.
Before you begin a combat encounter, you must irst determine When another player character does something that really
who, if anyone, is Surprised. contributes to the story in a fun and interesting way, the player
If anyone was attempting to be sneaky, prior to the encounter, who has inspiration can give it up to grant the other inspiration.
have them roll a Dexterity (Stealth) Ability Check against a DC
set by Passive Perception (10 + the Wisdom Modi ier) each
creature on the opposing side.
If neither side attempts to be stealthy, they notice each other
at the same time.
A surprised creature cannot take an action or move on their
irst turn. They cannot take a reaction until after their irst turn
ends.
Appendix B: Playing the Game
This is a slimmed down version of the Dungeons & Dragons 5th
Edition rules, in fact, there are a bunch of things left out of this
speci ically to keep you from becoming overwhelmed!
Saving Throws
A saving throw represents an attempt to resist a spell, a trap, a
For a complete explanation of the rules refer to the Player's
poison, a disease, or a similar threat. You don’t normally decide
Handbook.
to make a saving throw; you are forced to make one because
your character or monster is at risk of harm.
The Character Sheet To make a saving throw, roll a d20 and add the appropriate
ability modi ier.
Your Character Sheet is your interface with the gameworld, it is
For example, you use your Dexterity modi ier for a Dexterity
a record of the Player Character's Ability Scores, Skill
saving throw.
Pro iciencies, Armor Class, Health, and every other detail you
will need to reference in the course of play. A saving throw can be modi ied by a situational bonus or
penalty and can be affected by advantage and disadvantage, as

The Game Dice determined by the DM.


Each class gives pro iciency in at least two saving throws.
These polyhedral dice simulate the randomness of the real The wizard, for example, is pro icient in Intelligence saves. As
world and dictate to varying degrees the margins of that with skill pro iciencies, pro iciency in a saving throw lets a
randomness. A reference has been included at the bottom of this character add his or her pro iciency bonus to saving throws
page, to help you identify which die is which. made using a particular ability score. Some monsters have
When you need to roll dice, the rules will tell you how many saving throw pro iciencies as well.
dice to roll and which ones, as well as what modi iers to add to The Dif iculty Class for a saving throw is determined by the
your roll. effect that causes it. For example, the DC for a saving throw
For most of the exploits you attempt in the course of your allowed by a spell is determined by the caster’s spellcasting
adventure, you will roll a twenty-sided die (d20) and add any ability and pro iciency bonus.
relevant bonuses to that roll to resolve the success for failure of The result of a successful or failed saving throw is also
your attempts. detailed in the effect that allows the save. Usually, a successful
In the event that the Dungeon Master (DM) asks you to roll a save means that a creature suffers no harm, or reduced harm,
percentile dice, or d100, you will roll two d10's, the irst will from an effect.
represent the tens digit and the second the ones digit.

Ability Scores Advantage


There are six abilities that measure your characters prowess:
and Disadvantage
Strength is your phyiscal power
Sometimes an ability check, attack roll, or saving throw is
Dexterity is your phyiscal agility
modi ied by special situations called advantage and
Constitution is your physical endurance
disadvantage.
Intelligence is your mental acuity
Advantage re lects the positive circumstances surrounding a
Wisdom is your mindfullness
d20 roll, while disadvantage re lects the opposite.
Charisma is your force of personality
When you have either advantage or disadvantage, you roll a
Each ability has two numbers associated with it, the score second d20 when you make the roll.
(which is the larger number), and the bonus (which is the Use the higher of the two rolls if you have advantage, and use
smaller number). the lower roll if you have disadvantage.
When you attempt to do something in the game, the DM will For example, if you have disadvantage and roll a 17 and a 5,
as you to perform a Skill Check that requires you to roll a d20 you use the 5. If you instead have advantage and roll those
and add the bonus dictated by your ability score. numbers, you use the 17.
For instance, if you attempt to swing from a chandelier, your
DM may ask you to roll a Dexterity (Acrobatics) check.
In order to do this, you will roll a d20, add any bonus from
your Dexterity score, as well as your Pro iciency Bonus if you
are Pro icient in Acrobatics.
Phases of Play Disengage
By taking the Disengage action, you will not provoke attacks of
The game cycles through two major phases of play: Exploration
opportunity for the remainder of your turn.
and Combat.

Exploration Dodge
In taking the Dodge action, you focus the totality of your efforts
During the Exploration phase, the DM will describe a scenario,
on avoiding incoming attacks. Until the start of your next turn,
and perhaps play the role of a Non-Player Character (NPC) and
any attack made against you by an attacker you can see is made
you and your friends will roleplay your own Player Characters'
at disadvantage. Additionally, any Dexterity saving throws you
reactions and interactions. There are no discrete "turns" during
make are made with advantage.
this phase, it is an organic mode of play.
You lose this bene it if you are incapacitated, or if your speed
The Combat phase, which is inevitable in this particular game,
drops to zero.
is far more structured, and the various dynamics are explained
below.
Help
Combat When you take the Help action, you dedicate your efforts in aid
of another. The creature you are helping gains advantage on the
Dungeons & Dragons is game about combat, everything else is a
next Ability Check they make to perform the action you are
vehicle to the next encounter.
aiding it with, so long as it does so before your next turn.
Once the DM has determined the Initiative Order, and your
Alternatively, you may use the Help action to aid a friendly
turn has begun, you have a variety of options to choose how you
creature in attacking an enemy who is within 5 feet of you. If
spend your 6 seconds (that's about how long a turn in-game
your ally succeeds on their attack before your next turn, their
lasts... you as the player have a bit longer!) .
irst attack roll is made with advantage.
Your Turn
Each turn, you can move a distance equal to your speed Hide
and take one action.
If you take the Hide action, you make a Dexterity (Stealth) check
You may also take one bonus action if it is available to you, in an attempt to hide. If you succeed, you gain the bene its of
and if the opportunity arises you might interact with an being hidden.
object.
If you can't decide what to do, you can forgo moving, taking an
action, or doing anything at all. In such a case, consider taking Ready
the Dodge or Ready action. When you take the Ready action, you prepare your reaction to
Additionally, you can take one reaction per round. be used in order to execute an action when certain conditions
are met, before your next turn.
Actions in Combat First, you decide what perceivable circumstance will trigger
your reaction. Then, you choose the action you will take in
While certain classes may add to this list, the following actions response to that trigger, or you choose to move up to your speed
are available to all adventurers by default. in response to it.
Examples include “If the cultist steps on the trapdoor, I’ll pull
Attack the lever that opens it,” and “If the goblin steps next to me, I
move away.”
The Attack action is the most common action taken in combat.
When the trigger occurs, you can either take your reaction
An Attack can be anything from swinging a sword, to iring an
right after the trigger inishes or ignore the trigger. Remember
arrow, to bare knuckle boxing!
that you can take only one reaction per round.
When you take this action, you make one melee or ranged
When you ready a spell, you cast it as normal but hold its
attack.
energy, which you release with your reaction when the trigger
Certain features, such as the Fighter's Extra Attack will allow occurs. To be readied, a spell must have a casting time of 1
for a second attack when you take this action. action, and holding onto the spell’s magic requires
concentration.
Casting a Spell If your concentration is broken, the spell dissipates without
taking effect. For example, if you are concentrating on the web
If the spell has a casting time of 1 Action, it may be used when
spell and ready magic missile, your web spell ends, and if you
you take this action in combat.
take damage before you release magic missile with your
reaction, your concentration might be broken.
Dash
The Dash action allows you to take an additional movement
equal to your speed after any modi iers.
For instance, if you have a speed of 30 feet and are on Dif icult
Terrain, taking the Dash action will grant you an additional 15
feet of movement this turn.
Search Damage Rolls
In taking the Search action, you devote your attention to inding Each weapon, spell, and harmful monster ability speci ies the
something. Depending on the nature of your search, the DM damage it deals. You roll the damage die or dice, add any
might have you make a Wisdom (Perception) check or an modi iers, and apply the damage to your target.
Intelligence (Investigation) check. Magic weapons, special abilities, and other factors can grant a
bonus to damage.
Use An Object When attacking with a weapon, you add your ability modi ier
— the same modi ier used for the attack roll — to the damage.
You normally interact with an object while doing something A spell tells you which dice to roll for damage and whether to
else, such as when you draw a sword as part of an attack. add any modi iers.
When an object requires your action for its use, you take the If a spell or other effect deals damage to more than one target
Use an Object action. at the same time, roll the damage once for all of them.
This action is also useful when you want to interact with more
than one object on your turn.
Critical Hits
Making an Attack If the d20 roll for an attack is a 20, the attack hits regardless of
any modi iers or the target’s AC. This is called a critical hit!.
The most common of actions in Dungeons & Dragons, the Attack When you score a critical hit, also known as rolling a Natural
action, follows a simple structure. 20, you get to roll extra dice for the attack’s damage against the
1. Choose a target. Pick a target within range: a creature, target.
object, or location. Roll all of the attack’s damage dice twice and add them
2. Determine modifiers. The DM determines whether the together. Then add any relevant modi iers as normal. To speed
target has cover and whether you have advantage or up play, you can roll all the damage dice at once.
disadvantage against the target. In addition, spells, special For example, if you score a critical hit with a dagger, roll 2d4
abilities, and other effects can apply penalties or bonuses to for the damage, rather than 1d4, and then add your relevant
your attack roll. ability modi ier.
3. Resolve the attack. You make the attack roll. If the attack involves other damage dice, such as from the
On a hit, you roll damage, unless the particular attack has rogue’s Sneak Attack feature, you roll those dice twice as well.
rules that specify otherwise. Some attacks cause special effects
in addition to or instead of damage.
If there’s ever any question whether something you’re doing
Ranged Attacks
counts as an attack, the rule is simple: if you’re making an attack When you make a ranged attack, you ire a bow or a crossbow,
roll, you’re making an attack. hurl a handaxe, or otherwise send projectiles to strike a foe at a
distance. Many spells also involve making a ranged attack.
Attack Rolls Range
When you make an attack, your attack roll determines whether You can make ranged attacks only against targets within a
the attack hits or misses. speci ied range.
To make an attack roll, roll a d20 and add the appropriate If a ranged attack, such as one made with a spell, has a single
modi iers. If the total of the roll plus modi iers equals or exceeds range, you can’t attack a target beyond this range.
the target’s Armor Class (AC), the attack hits. Some ranged attacks, such as those made with a longbow or a
The AC of a character is determined at character creation, shortbow, have two ranges. The smaller number is the normal
whereas the AC of a monster is in its stat block. range, and the larger number is the long range.
Your attack roll has disadvantage when your target is beyond
Modi iers to the Roll normal range, and you can’t attack a target beyond the long
When a character makes an attack roll, the two most common range.
modi iers to the roll are an ability modi ier and the character’s
pro iciency bonus. Ranged Attacks in Close Combat
When a monster makes an attack roll, it uses whatever Aiming a ranged attack is more dif icult when a foe is next to
modi ier is provided in its stat block. you.
Ability Modifier. The ability modi ier used for a melee When you make a ranged attack with a weapon, a spell, or
weapon attack is Strength, and the ability modi ier used for a some other means, you have disadvantage on the attack roll if
ranged weapon attack is Dexterity. you are within 5 feet of a hostile creature who can see you and
Weapons that have the inesse or thrown property break this who isn’t incapacitated.
rule. Some spells also require an attack roll. The ability modi ier
used for a spell attack depends on the spellcasting ability of the
spellcaster.
Proficiency Bonus. You add your pro iciency bonus to your
attack roll when you attack using a weapon with which you have
pro iciency, as well as when you attack with a spell.
If you are hidden — both unseen and unheard — when you
Melee Attacks make an attack, you give away your location when the attack
hits or misses.
Used in hand-to-hand combat, a melee attack allows you to
attack a foe within your reach.
A melee attack typically uses a handheld weapon such as a Grappling
sword, a warhammer, or an axe. A typical monster makes a When you want to grab a creature or wrestle with it, you can use
melee attack when it strikes with its claws, horns, teeth, the Attack action to make a special melee attack, a grapple.
tentacles, or other body part. A few spells also involve making a If you’re able to make multiple attacks with the Attack action,
melee attack. this attack replaces one of them.
Most creatures have a 5-foot reach and can thus attack The target of your grapple must be no more than one size
targets within 5 feet of them when making a melee attack. larger than you, and it must be within your reach.
Certain creatures (typically those with a size larger than
Using at least one free hand, you try to seize the target by
Medium) have melee attacks with a greater reach than 5 feet, as
making a grapple check, a Strength (Athletics) check contested
noted in their descriptions.
by the target’s Strength (Athletics) or Dexterity (Acrobatics)
Instead of using a weapon to make a melee weapon attack,
check (the target chooses the ability to use).
you can use an unarmed strike: a punch, kick, head-butt, or
If you succeed, you subject the target to the grappled
similar forceful blow (none of which count as weapons).
condition. The condition speci ies the things that end it, and you
On a hit, an unarmed strike deals bludgeoning damage equal
can release the target whenever you like (no action required).
to 1 + your Strength modi ier.
Escaping a Grapple. A grappled creature can use its action
You are pro icient with your unarmed strikes.
to escape. To do so, it must succeed on a Strength (Athletics) or
Dexterity (Acrobatics) check contested by your Strength
Opportunity Attacks (Athletics) check.
In a ight, everyone is constantly watching for enemies to drop
Moving a Grappled Creature. When you move, you can
their guard. You can rarely move heedlessly past your foes
drag or carry the grappled creature with you, but your speed is
without putting yourself in danger; doing so provokes an
halved, unless the creature is two or more sizes smaller than
opportunity attack.
you.
You can make an opportunity attack when a hostile creature
that you can see moves out of your reach. To make the
opportunity attack, you use your reaction to make one melee Shoving a Creature
attack against the provoking creature. Using the Attack action, you can make a special melee attack to
The attack occurs right before the creature leaves your reach. shove a creature, either to knock it prone or push it away from
You can avoid provoking an opportunity attack by taking the you. If you’re able to make multiple attacks with the Attack
Disengage action. action, this attack replaces one of them.
You also don’t provoke an opportunity attack when you The target of your shove must be no more than one size larger
teleport or when someone or something moves you without than you, and it must be within your reach.
using your movement, action, or reaction. You make a Strength (Athletics) check contested by the
For example, you don’t provoke an opportunity attack if an target’s Strength (Athletics) or Dexterity (Acrobatics) check (the
explosion hurls you out of a foe’s reach or if gravity causes you target chooses the ability to use).
to fall past an enemy. If you win the contest, you either knock the target prone or
push it 5 feet away from you.
Two-Weapon Fighting
When you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can use a bonus
action to attack with a different light melee weapon that you’re Grappled
holding in the other hand. A grappled creature’s speed becomes 0, and it can’t
You don’t add your ability modi ier to the damage of the benefit from any bonus to its speed.
bonus attack, unless that modi ier is negative. The condi on ends if the grappler is incapacitated.
If either weapon has the thrown property, you can throw the The condi on also ends if an effect removes the
weapon, instead of making a melee attack with it. grappled creature from the reach of the grappler or
grappling effect.
Unseen Attackers Prone
A prone creature’s only movement op on is to
Combatants often try to escapthe location you targeted, you crawl.
automatically miss. When a creature can’t see you, you have The creature has disadvantage on a ack rolls.
advantage on attack rolls against it.e their foes’ notice by hiding, An a ack roll against the creature has advantage if
casting the invisibility spell, or lurking in darkness. the a acker is within 5 feet. Otherwise, the a ack
When you attack a target that you can’t see, you have roll has disadvantage
disadvantage on the attack roll. Incapacitated
This is true whether you’re guessing the target’s location or An incapacitated creature can’t take ac ons or
you’re targeting a creature you can hear but not see. reac ons.
If the target isn’t in
Some spells, such as magic missile and cure wounds, have
Spellcasting more powerful effects when cast at a higher level, as detailed in
a spell’s description.
Magic permeats the multiverse of Dungeons & Dragons, most
often in the form of spellcasting.
Cantrips
Spell Level A cantrip is a level 0 spell that can be cast at will, without using
a spell slot and without being prepared in advance.
Every spell has a level from 0 to 9. A spell’s level is a general
indicator of how powerful it is, with the lowly magic missile at
1st level and the incredible time stop at 9th. Rituals
Cantrips — simple but powerful spells that characters can Certain spells have a special tag: ritual.
cast almost by rote — are level 0. Such a spell can be cast following the normal rules for
The higher a spell’s level, the higher level a spellcaster must spellcasting, or the spell can be cast as a ritual. The ritual
be to use that spell. version of a spell takes 10 minutes longer to cast than normal.
Spell level and character level don’t correspond directly. It also doesn’t expend a spell slot, which means the ritual
Typically, a character has to be at least 17th level, not 9th level, version of a spell can’t be cast at a higher level.
to cast a 9th-level spell. To cast a spell as a ritual, a spellcaster must have a feature
that grants the ability to do so.
Known and Prepared Spells The caster must also have the spell prepared or on his or her
list of spells known, unless the character’s ritual feature
Before a spellcaster can use a spell, he or she must have the spell
speci ies otherwise, as the wizard’s does.
irmly ixed in mind, or must have access to the spell in a magic
item.
Members of a few classes have a limited list of spells they Casting a Spell
know that are always ixed in mind. The same thing is true of
When a character casts any spell, the same basic rules are
many magicusing monsters.
followed, regardless of the character’s class or the spell’s effects.
Other spellcasters, such as clerics and wizards, undergo a Each spell description begins with a block of information,
process of preparing spells. including the spell’s name, level, school of magic, casting time,
This process varies for different classes, as detailed in their range, components, and duration.
descriptions. The rest of a spell entry describes the spell’s effect.
In every case, the number of spells a caster can have ixed in
mind at any given time depends on the character’s level.
Casting Time
Spell Slots Most spells require a single action to cast, but some spells
require a bonus action, a reaction, or much more time to cast.
Regardless of how many spells a caster knows or prepares, he or
she can cast only a limited number of spells before resting. Bonus Action
Manipulating the fabric of magic and channeling its energy A spell cast with a bonus action is especially swift.
into even a simple spell is physically and mentally taxing, and You must use a bonus action on your turn to cast the spell,
higher-level spells are even more so. Thus, each spellcasting provided that you haven’t already taken a bonus action this turn.
class’s description includes a table showing how many spell You can’t cast another spell during the same turn, except for a
slots of each spell level a character can use at each character cantrip with a casting time of 1 action.
level.
For example, a 3rd-level wizard has four 1st-level spell slots Reactions
and two 2nd-level slots. Some spells can be cast as reactions.
When a character casts a spell, he or she expends a slot of that These spells take a fraction of a second to bring about and are
spell’s level or higher, effectively “ illing” a slot with the spell. cast in response to some event.
You can think of a spell slot as a groove of a certain size — small If a spell can be cast as a reaction, the spell description tells
for a 1st-level slot, larger for a spell of higher level. A 1st-level you exactly when you can do so.
spell its into a slot of any size, but a 9th-level spell its only in a
9th-level slot. So when Umara casts magic missile, a 1st-level Longer Casting Times
spell, she spends one of her four 1st-level slots and has three Certain spells require more time to cast: minutes or even hours.
remaining. When you cast a spell with a casting time longer than a single
Finishing a long rest restores any expended spell slots. action or reaction, you must spend your action each turn casting
Some characters and monsters have special abilities that let the spell, and you must maintain your concentration while you
them cast spells without using spell slots. do so.
If your concentration is broken, the spell fails, but you don’t
Casting a Spell at a Higher Level expend a spell slot.
When a spellcaster casts a spell using a slot that is of a higher If you want to try casting the spell again, you must start over.
level than the spell, the spell assumes the higher level for that
casting. For instance, if Umara casts magic missile using one of
her 2nd-level slots, that magic missile is 2nd level.
Many spells are instantaneous. The spell harms, heals, creates,
Range or alters a creature or an object in a way that can’t be dispelled,
because its magic exists only for an instant.
The target of a spell must be within the spell’s range.
For a spell like magic missile, the target is a creature. For a
Concentration
spell like ireball, the target is the point in space where the ball
Some spells require you to maintain concentration in order to
of ire erupts.
keep their magic active. If you lose concentration, such a spell
Most spells have ranges expressed in feet. Some spells can ends.
target only a creature (including you) that you touch.
If a spell must be maintained with concentration, that fact
Other spells, such as the shield spell, affect only you.
appears in its Duration entry, and the spell speci ies how long
These spells have a range of self. you can concentrate on it.
Spells that create cones or lines of effect that originate from You can end concentration at any time (no action required).
you also have a range of self, indicating that the origin point of
Normal activity, such as moving and attacking, doesn’t
the spell’s effect must be you.
interfere with concentration.
Once a spell is cast, its effects aren’t limited by its range,
The following factors can break concentration:
unless the spell’s description says otherwise.
Casting another spell that requires concentration. You lose
Components concentration on a spell if you cast another spell that
requires concentration. You can’t concentrate on two spells
A spell’s components are the physical requirements you must at once.
meet in order to cast it.
Each spell’s description indicates whether it requires verbal Taking damage. Whenever you take damage while you are
(V), somatic (S), or material (M) components. concentrating on a spell, you must make a Constitution
If you can’t provide one or more of a spell’s components, you saving throw to maintain your concentration. The DC equals
are unable to cast the spell. 10 or half the damage you take, whichever number is higher.
If you take damage from multiple sources, such as an arrow
Verbal (V) and a dragon’s breath, you make a separate saving throw for
Most spells require the chanting of mystic words. The words each source of damage.
themselves aren’t the source of the spell’s power; rather, the
Being incapacitated or killed. You lose concentration on a
particular combination of sounds, with speci ic pitch and
spell if you are incapacitated or if you die.
resonance, sets the threads of magic in motion.
Thus, a character who is gagged or in an area of silence, such The DM might also decide that certain environmental
as one created by the silence spell, can’t cast a spell with a phenomena, such as a wave crashing over you while you’re on a
verbal component. storm-tossed ship, require you to succeed on a DC 10
Constitution saving throw to maintain concentration on a spell.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an
intricate set of gestures. If a spell requires a somatic component,
Targets
the caster must have free use of at least one hand to perform A typical spell requires you to pick one or more targets to be
these gestures. affected by the spell’s magic. A spell’s description tells you
whether the spell targets creatures, objects, or a point of origin
Material (M) for an area of effect (described below).
Casting some spells requires particular objects, speci ied in Unless a spell has a perceptible effect, a creature might not
parentheses in the component entry. A character can use a know it was targeted by a spell at all. An effect like crackling
component pouch or a spellcasting focus in place of the lightning is obvious, but a more subtle effect, such as an attempt
components speci ied for a spell. to read a creature’s thoughts, typically goes unnoticed, unless a
But if a cost is indicated for a component, a character must spell says otherwise.
have that speci ic component before he or she can cast the spell.
If a spell states that a material component is consumed by the A Clear Path to the Target
spell, the caster must provide this component for each casting of To target something, you must have a clear path to it, so it can’t
the spell. be behind total cover. If you place an area of effect at a point that
A spellcaster must have a hand free to access these you can’t see and an obstruction, such as a wall, is between you
components — or to hold a spellcasting focus — but it can be and that point, the point of origin comes into being on the near
the same hand that he or she uses to perform somatic side of that obstruction.
components.
Targeting Yourself
Duration If a spell targets a creature of your choice, you can choose
yourself, unless the creature must be hostile or speci ically a
A spell’s duration is the length of time the spell persists. creature other than you. If you are in the area of effect of a spell
A duration can be expressed in rounds, minutes, hours, or you cast, you can target yourself.
even years. Some spells specify that their effects last until the
spells are dispelled or destroyed.

Instantaneous
Areas of Effect Saving Throws
Spells such as burning hands and cone of cold cover an area, Many spells specify that a target can make a saving throw to
allowing them to affect multiple creatures at once. avoid some or all of a spell’s effects. The spell speci ies the
A spell’s description speci ies its area of effect, which typically ability that the target uses for the save and what happens on a
has one of ive different shapes: cone, cube, cylinder, line, or success or failure.
sphere. Every area of effect has a point of origin, a location from The DC to resist one of your spells equals 8 + your
which the spell’s energy erupts. spellcasting ability modi ier + your pro iciency bonus + any
The rules for each shape specify how you position its point of special modi iers.
origin.
Typically, a point of origin is a point in space, but some spells
have an area whose origin is a creature or an object.
Attack Rolls
A spell’s effect expands in straight lines from the point of Some spells require the caster to make an attack roll to
origin. If no unblocked straight line extends from the point of determine whether the spell effect hits the intended target. Your
origin to a location within the area of effect, that location isn’t attack bonus with a spell attack equals your spellcasting ability
included in the spell’s area. To block one of these imaginary modi ier + your pro iciency bonus.
lines, an obstruction must provide total cover. Most spells that require attack rolls involve ranged attacks.
Remember that you have disadvantage on a ranged attack roll if
Cone you are within 5 feet of a hostile creature that can see you and
A cone extends in a direction you choose from its point of origin. that isn’t incapacitated.
A cone’s width at a given point along its length is equal to that
point’s distance from the point of origin. A cone’s area of effect
speci ies its maximum length.
Spellcasting Focus
The different spellcasting classes use a variety of objects as their
A cone’s point of origin is not included in the cone’s area of
focuses.
effect, unless you decide otherwise.

Cube Arcane Focus


You select a cube’s point of origin, which lies anywhere on a face An arcane focus is a special item — an orb, a crystal, a rod, a
of the cubic effect. The cube’s size is expressed as the length of specially constructed staff, a wandlike length of wood, or some
each side. similar item—designed to channel the power of arcane spells.
A cube’s point of origin is not included in the cube’s area of
effect, unless you decide otherwise.
Druidic Focus
A druidic focus might be a sprig of mistletoe or holly, a wand or
scepter made of yew or another special wood, a staff drawn
Cylinder whole out of a living tree, or a totem object incorporating
A cylinder’s point of origin is the center of a circle of a particular
feathers, fur, bones, and teeth from sacred animals.
radius, as given in the spell description. The circle must either
be on the ground or at the height of the spell effect. The energy
in a cylinder expands in straight lines from the point of origin to
Holy Symbol
A holy symbol is a representation of a god or pantheon. It might
the perimeter of the circle, forming the base of the cylinder. The
be an amulet depicting a symbol representing a deity, the same
spell’s effect then shoots up from the base or down from the top,
symbol carefully engraved or inlaid as an emblem on a shield, or
to a distance equal to the height of the cylinder.
a tiny box holding a fragment of a sacred relic.
A cylinder’s point of origin is included in the cylinder’s area of
The Player’s Handbook lists many gods in the multiverse and
effect.
their typical symbols. A cleric or paladin can use a holy symbol
as a spellcasting focus.
Line
To use the symbol in this way, the caster must hold it in hand,
A line extends from its point of origin in a straight path up to its
wear it visibly, or bear it on a shield.
length and covers an area de ined by its width. A line’s point of
origin is not included in the line’s area of effect, unless you
decide otherwise.

Sphere
You select a sphere’s point of origin, and the sphere extends
outward from that point. The sphere’s size is expressed as a
radius in feet that extends from the point.
A sphere’s point of origin is included in the sphere’s area of
effect.
Resting Dropping to Zero Hit Points
When you drop to 0 hit points, you either die outright or fall
Heroic though they might be, adventurers can’t spend every
unconscious, as explained in the following sections.
hour of the day in the thick of exploration, social interaction, and
combat. They need rest—time to sleep and eat, tend their
wounds, refresh their minds and spirits for spellcasting, and
Instant Death
Massive damage can kill you instantly.
brace themselves for further adventure. Adventurers can take
When damage reduces you to 0 hit points and there is damage
short rests in the midst of an adventuring day and a long rest to
remaining, you die if the remaining damage equals or exceeds
end the day.
your hit point maximum.
For example, a cleric with a maximum of 12 hit points
Short Rest currently has 6 hit points. If she takes 18 damage from an attack,
A short rest is a period of downtime, at least 1 hour long, during she is reduced to 0 hit points, but 12 damage remains. Because
which a character does nothing more strenuous than eating, the remaining damage equals her hit point maximum, the cleric
drinking, reading, and tending to wounds. dies.
A character can spend one or more Hit Dice at the end of a
short rest, up to the character’s maximum number of Hit Dice, Falling Unconscious
which is equal to the character’s level. For each Hit Die spent in If damage reduces you to 0 hit points and fails to kill you, you
this way, the player rolls the die and adds the character’s fall unconscious.
Constitution modi ier to it. The character regains hit points This unconsciousness ends if you regain any hit points.
equal to the total. The player can decide to spend an additional
Hit Die after each roll. Death Saving Throws
Whenever you start your turn with 0 hit points, you must make
A character regains some spent Hit Dice upon inishing a long
a special saving throw, called a death saving throw, to determine
rest, as explained below.
whether you creep closer to death or hang onto life. Unlike other
saving throws, this one isn’t tied to any ability score. You are in
Long Rest the hands of fate now, aided only by spells and features that
A long rest is a period of extended downtime, at least 8 hours improve your chances of succeeding on a saving throw.
long, during which a character sleeps or performs light activity: Roll a d20. If the roll is 10 or higher, you succeed.
reading, talking, eating, or standing watch for no more than 2 Otherwise, you fail. A success or failure has no effect by itself.
hours. On your third success, you become stable (see below). On your
If the rest is interrupted by a period of strenuous activity—at third failure, you die. The successes and failures don’t need to be
least 1 hour of walking, ighting, casting spells, or similar consecutive; keep track of both until you collect three of a kind.
adventuring activity — the characters must begin the rest again The number of both is reset to zero when you regain any hit
to gain any bene it from it. points or become stable.
At the end of a long rest, a character regains all lost hit points. Rolling 1 or 20. When you make a death saving throw and
The character also regains spent Hit Dice, up to a number of roll a 1 on the d20, it counts as two failures. If you roll a 20 on
dice equal to half of the character’s total number of them the d20, you regain 1 hit point.
(minimum of one die). For example, if a character has eight Hit Damage at 0 Hit Points. If you take any damage while you
Dice, he or she can regain four spent Hit Dice upon inishing a have 0 hit points, you suffer a death saving throw failure. If the
long rest. damage is from a critical hit, you suffer two failures instead. If
A character can’t bene it from more than one long rest in a 24- the damage equals or exceeds your hit point maximum, you
hour period, and a character must have at least 1 hit point at the suffer instant death.
start of the rest to gain its bene its.
Stabilizing a Creature
Healing The best way to save a creature with 0 hit points is to heal it. If
healing is unavailable, the creature can at least be stabilized so
Unless it results in death, damage isn’t permanent. Even death is that it isn’t killed by a failed death saving throw.
reversible through powerful magic. You can use your action to administer irst aid to an
Rest can restore a creature’s hit points, and magical methods unconscious creature and attempt to stabilize it, which requires
such as a cure wounds spell or a potion of healing can remove a successful DC 10 Wisdom (Medicine) check.
damage in an instant. A stable creature doesn’t make death saving throws, even
When a creature receives healing of any kind, hit points though it has 0 hit points, but it does remain unconscious.
regained are added to its current hit points. A creature’s hit The creature stops being stable, and must start making death
points can’t exceed its hit point maximum, so any hit points saving throws again, if it takes any damage.
regained in excess of this number are lost. A stable creature that isn’t healed regains 1 hit point after 1d4
For example, a druid grants a ranger 8 hit points of healing. hours.
If the ranger has 14 current hit points and has a hit point
maximum of 20, the ranger regains 6 hit points from the druid, Monsters and Death
not 8. Most DMs have a monster die the instant it drops to 0 hit points,
A creature that has died can’t regain hit points until magic rather than having it fall unconscious and make death saving
such as the revivify spell has restored it to life. throws. Some villains and NPCs are common exceptions.
This document was lovingly created using GM
Binder.

If you would like to support the GM Binder developers,


consider joining our Patreon community.
WWW.GMBINDER.COM

You might also like