Unearthed Arcana: Eberron Welcome to the first installment of Unearthed Arcana, a monthly workshop where D&D R&D shows off a variety of new and interesting pieces of RPG design for use at your gaming table. You can think of the material presented in this series as similar to the first wave of the fifth edition playtest. These game mechanics are in draft form, usable in your campaign but not fully tempered by playtests and design iterations. They are highly volatile and might be unstable; if you use them, be ready to rule on any issues that come up. They’re written in pencil, not ink. The material presented in Unearthed Arcana will range from mechanics that we expect one day to publish in a supplement to house rules from our home campaigns that we want to share, from core system options such as mass combat to s etting-specific material such as the Eberron update included in this article. Once it’s out there, you can expect us to check in with you to see how it’s working out and what we can do to improve it. Eberron Update. This month’s installment is relatively straightforward. We’re rolling out some rules to help you convert your Eberron campaign to fifth edition. The Eberron campaign setting was c reated by Keith Baker and first published for D&D in 2004. It combines pulp adventure and intrigue in a world where magic-driven technology has produced airships, trains, and similar advancements comparable to early 20th-century Europe. The continent of Khorvaire, the center of Eberron’s focus, has recently emerged from the Last War, a terrible conflict that saw the kingdom of Cyre transformed into a lifeless gray wasteland called the Mournland. That catastrophe shocked the remaining kingdoms into an uneasy peace that has held so far. Full details on the Eberron setting are available in several PDF products available through dndclassics.com. This article focuses on mechanical conversions for several of the key elements unique to Eberron.
New Races Several unique races are featured in the Eberron setting, and each helps shape the campaign’s flavor. The warforged are a living reminder of the Last War’s legacy and the uncertain future that faces Khorvaire. Changelings are masters of intrigue and deception, the perfect choice for a campaign that runs in the shadows. Shifters embody the tension between Khorvaire’s natural world and its future, as growing cities and magical technology push against the wild. You’ll notice that the kalashtar are not included in this update. The kalashtar are a psionic race, but the fifth edition of D&D doesn’t yet have rules for psionics. Once such rules become available—perhaps in a future edition of Unearthed Arcana—we can take a pass at them.
Changeling Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits. Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Size. Changelings are built much like humans, but a little leaner. Your size is Medium. Speed. Your base walking speed is 30 feet. Duplicity. You gain proficiency in the Deception skill. Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
Languages. You can speak, read, and write Common and two other languages of your choice.
Shifter Traits Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. As a shifter, you have the following racial traits. Ability Score Increase. Your Dexterity score increases by 1. Size. Shifters are about the same size as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again. Languages. You can speak, read, and write Common and Sylvan. Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.
Beasthide As a beasthide shifter, you are especially tough and persistent in battle. Ability Score Increase. Your Constitution score increases by 1. Shifting Feature. While shifting, you gain a +1 bonus to AC.
Cliffwalk Your cliffwalk heritage grants you the agility of a mountain goat. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you gain a climb speed of 30 feet.
Longstride Longstride shifters are fleet and elusive. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you can use the Dash action as a bonus action.
Longtooth As a longtooth shifter, you are a ferocious combatant. Ability Score Increase. Your Strength score increases by 1. Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
Razorclaw As a razorclaw shifter, you make swift, slashing strikes in battle. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
Wildhunt Your wildhunt heritage makes you a consummate tracker and survivor. Ability Score Increase. Your Wisdom score increases by 1. Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.
Warforged The warforged were made as the ideal s oldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.
Traits As a warforged, you have the following racial traits. Ability Score Increase. Your Strength and Constitution scores increase by 1. Size. Warforged are generally broader and heavier than humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Languages. You can speak, read, and write Common and one other language of your choice.
New Wizard Tradition: Artificer Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition. The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.
Artificer Summary Wizard Level 2nd 6th 10th 14th
Arcane Tradition Feature Infuse potions, infuse scrolls Infuse weapons and armor Superior artificer Master artificer
Infuse Potions Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions. Spell Slot 1st 2nd 3rd 4th
Potion Created Climbing, growth, or healing Mind reading or greater healing Invisibility , superior healing, or water breathing Resistance
Infuse Scrolls At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.
Infuse Weapons and Armor Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. The spell slot you expend determines the type of weapon, armor, or shield you can create. Spell Slot 2nd 3rd 4th 5th 6th
Item Created +1 ammunition (20 pieces) +1 weapon or +1 shield +1 armor +2 weapon or +2 ammunition (20 pieces) +2 armor
Superior Artificer Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.
Master Artificer On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
Action Points The Eberron campaign setting introduced this concept to reflect characters who are larger-than-life heroes destined for great things. Action points allow a player to add a bonus on any d20 roll so that
characters can dodge or at least mitigate the effects of bad luck. This rule inspired the “Hero Points” optional rule presented in chapter 9 of the Dungeon Master’s Guide . You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your level. You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don’t have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 action point per roll. In addition, whenever you fail a death saving throw, you can spend an action point to make it a success.
Dragonmarks Dragonmarks are elaborate skin patterns, similar to tattoos, that grant their bearers innate spellcasting abilities. Each type of mark is tied to large, extended families that each control a different industry or trade in Eberron. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house. You must use a feat to gain a dragonmark. You are a member of its corresponding dragonmarked house (or houses, in the case of the Mark of Shadow) and must belong to its listed race or races.
Dragonmarks Mark Detection Finding Handling Healing Hospitality Making Passage Scribing Sentinel Shadow Shadow Storm Warding
House Medani Tharashk Vadalis Jorasco Ghallanda Cannith Orien Sivis Deneith Phiarlan Thuranni Lyrander Kundarak
Race Half-elf Half-orc, human Human Halfling Halfling Human Human Gnome Human Elf Elf Half-elf Dwarf
Influence Warning Guild Finders Guild Handlers Guild Healers Guild Hostelers Guild Tinkers Guild, Fabricators Guild Couriers Guild, Transportation Guild Notaries Guild, Speakers Guild Blademarks Guild, Defenders Guild Entertainers and Artisans Guild Shadow Network Windwrights Guild, Raincallers Guild Banking Guild, Warding Guild
Aberrant dragonmarks occasionally appear, which are not tied to the dragonmarked houses and have a variety of effects. To represent an aberrant dragonmark for your character, choose the Magic Initiate feat from the Player s Handbook . ’
New Feat: Dragonmark You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table. You gain the ability to innately cast s pells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: •
When you first take this feat, you gain the least dragonmark . You learn the spells listed under the Least column.
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At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark . You also learn the spell listed under the Lesser column. At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark . You also learn the spell listed under the Greater column.
Dragonmark Benefits Mark Detection Finding Handling Healing Hospitality Making Passage Scribing Sentinel Shadow Storm Warding
Ability Wisdom Wisdom Wisdom Wisdom Charisma Intelligence Intelligence Intelligence Wisdom Charisma Intelligence Intelligence
Least Detect magic, mage hand Identify , mage hand Druidcraft , speak with animals Cure wounds, spare the dying Friends, unseen servant Identify , mending Expeditious retreat , light Comprehend languages, message Blade ward , compelled duel Dancing lights, disguise self Fog cloud , shocking grasp Alarm, resistance
Lesser Detect thoughts Locate object Beast sense Lesser restoration Rope trick Magic weapon Misty step Sending Blur Darkness Gust of wind Arcane lock
Greater Clairvoyance Clairvoyance Conjure animals Revivify Leomund’s tiny hut Fabricate Teleportation circle Tongues Protection from energy Nondetection Sleet storm Magic circle
Mike Mearls is the senior manager for the D&D research and design team. He was one of the lead designers for the fifth edition of D&D. His other credits include the Castle Ravenloft board game, Monster Manual 3 for fourth edition, and Player’s Handbook 2 for third edition.
Unearthed Arcana: When Armies Clash The D&D combat rules in the Player’s Handbook are designed to model conflict between small groups—an adventuring party of perhaps three to six characters against monster groups that rarely exceed a dozen creatures. Combat on this scale keeps the focus squarely on the adventurers. In some D&D campaigns, though, the story might hinge on battles involving dozens or hundreds of monsters and warriors. The rules presented here build on the standard combat rules to model conflict on a much larger scale, while still enabling individual adventurers to lead an army’s charge against an enemy regiment, rally dispirited soldiers to rejoin the fray, or defeat powerful enemy monsters or leaders. In most cases, when two armies oppose one another, the DM serves as the general for one side, and one or more players serve as generals for the opposing force. These leaders direct the soldiers that make up their armies, and everyone at the table might also represent individual champions (such as the player characters and important NPCs) who are capable of turning the tide of battle all by themselves.
The Combatants In these rules, the elements of an army are stands, each of which represents ten creatures of the same kind, and solos, which are powerful individuals that can act alone or join an allied stand. A stand behaves much like a single creature in the standard combat rules, with its own hit points, saving throws, and attacks. Stands and solos on each side are grouped into units of dozens or even hundreds of creatures. A unit generally moves and attacks as a single entity, with all of its members using the same strategy and tactics every round.
Miniatures and Scale For ease of play, clarity, and speed of combat resolution, these rules assume the use of miniatures and a grid, just as you might use for small-scale combat. However, time and distance work a bit differently under these rules. Time. Each round of combat represents 1 minute. Distance. A single square measures 20 feet on each side. Diagonals. Diagonally contiguous squares (those that touch only at a corner) are not considered adjacent; each is 1 square away from the other. Stands and solos cannot move diagonally. When determining the distance between one square and another, do not count squares diagonally.
Stands A stand consists of ten identical creatures that move and fight as a single entity. Only creatures of Huge size or smaller can be formed into stands. Gargantuan creatures always fight as individuals; see “Solos” later in this section. Space. A stand of creatures occupies the same space on a 20-foot grid that a single creature would occupy on a 5-foot grid. Creature Size Medium or smaller
Large Huge
Space 1 square
2 × 2 squares 3 × 3 squares
Statistics. A stand uses the statistics and special abilities of the creatures within the stand, such as Armor Class, hit points, attack and damage capabilities, and so on. Speed. The speed of a stand is measured in squares, and is equal to the speed of an individual creature divided by 5. For example, a
stand of hobgoblins (individual speed 30 feet) has a speed of 6 squares.
Units A unit is a group of stands organized into a single, cohesive group that fights and acts as one. A unit can contain stands of different kinds of creatures, such as orcs and ogres. A unit can have any number of stands. Stands can be organized into units of two different types: skirmishers and regiments. In general, skirmishers have lighter armor and focus on scouting, while regiments focus on attacking or defending a point on the battlefield. A unit’s type is designated before the battle begins and cannot be changed once the fight is in progress. Skirmishers. Skirmisher units are loosely organized. They excel at moving quickly, making hit-and-run attacks, and scouting ahead of the main army. A skirmisher unit has the following characteristics: •
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All stands in the unit have advantage on Dexterity saving throws. A skirmisher unit uses the highest Dexterity modifier from among its component stands to determine initiative. The unit can take the Hide action (see “Battle Actions” below). An allied stand can move through the space of a stand of skirmishers but can’t end its turn in that location. An allied solo can move through the space of a stand of skirmishers but can’t end its turn in that location unless it uses its action to join that stand. A skirmisher stand can use part of its move, take an action, and then complete its move. To keep from becoming isolated (see “Unit Integrity” below), each stand within a skirmisher unit must be no more than 1 square away from another stand in that unit at the end of a turn.
Regiments. Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are
adept at delivering powerful attacks and holding key points on the battlefield. Configuration. A regiment unit begins a battle in one of three configurations, as chosen by its general, and it can switch between these configurations during the fight. See the “Configure” section below. A regiment unit has the following characteristics: •
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A regiment unit uses the lowest Dexterity modifier from among its component stands to determine initiative. The unit can take the Configure action (see “Battle Actions” below). An allied stand cannot move into or through the space of a stand in a regiment unit. An allied solo can move into the space of a stand of a regiment unit only if it uses its action to join that stand. To keep from becoming isolated (see “Unit Integrity” below), each stand in a regiment unit must be adjacent to at least one other stand in that unit at the end of a turn.
Solos A solo is a significant creature on the battlefield—usually a player character or a powerful NPC or monster. A solo has the following characteristics: •
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A solo can be unattached, moving and acting on its own on the battlefield, or it can attach itself to a stand and a unit by taking the Join action (see “Battle Actions” below). An unattached solo can move through the space of an allied stand of skirmishers, but it can’t end its turn in that location unless it uses its action on the same turn to join that stand. An unattached solo can move into the space of an allied stand of a regiment unit only if it uses its action on the same turn to join that stand. A solo that has joined a stand can be, and often is, a commander. (See the next section.) A solo occupies the same space on the battlefield as a stand made up of creatures of its size. (A Gargantuan solo has a space of 4 × 4 squares.)
•
To keep from becoming isolated (see “Unit Integrity” below), an unattached solo must be no more than 1 square away from any allied stand at the end of a turn.
Commanders Commanders play a key role in shaping a battle. Any player character can serve as a commander, as can NPCs that the DM designates. Commanders are always solos, and a solo must be joined to a stand to act as a unit’s commander. A unit can have only one commander; before a new commander can take over, the current one must vacate the post. A solo can use a bonus action to become commander of a unit if it is joined to one of the unit’s stands. It can use another bonus action to cease acting as a commander. It also no longer serves as commander if it cannot take actions. As a bonus action, a commander can apply one of the following benefits to all the stands in its unit.
Prepare A commander can order its unit to be more wary by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all saving throws until the end of the commander’s next turn.
Incite A commander can try to inspire the soldiers of its unit to greater effort by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all attack rolls it makes on its next turn.
Rally A commander can reverse the effects of a failed morale check by rallying troops so that they are willing to resume fighting. See “Check Morale” below.
Unit Integrity If the components of a unit become too widely separated during a battle, stands and solos that
become isolated from their allies are in danger of being overwhelmed by their enemies. An isolated stand or solo has disadvantage on attack rolls until it is no longer isolated. When an isolated stand or solo is attacked, the attacker has advantage on its attack roll. If the attack hits, it deals double damage. Regiment. A stand in a regiment unit is isolated if it is not adjacent to another stand in its unit. Skirmisher. A stand in a skirmisher unit is isolated if it is more than 1 square away from another stand in its unit. Solo. An unattached solo is isolated if it is more than 1 square away from any allied stand regardless of that stand’s unit.
Terrain Terrain is a key part of most large-scale combats—important enough to be considered a combatant by itself, whether allied with or working against the soldiers on the field. Each square on the battlefield can have the following terrain traits. A square might also be difficult terrain, and some types of terrain are always difficult, as noted in their entries. The DM should mark squares of difficult terrain. Clear. Clear terrain offers no special benefits or hindrances. Clear squares filled with rubble or broken ground are difficult terrain. Road. If the last square of a stand’s movement takes it into a road square, the stand can move 1 more square regardless of its remaining speed. Road squares are never difficult terrain unless they are successfully targeted with the Destruction objective (see “Creating Objectives” below). Forest. A stand in a forest square gains half cover against all attacks. Forest is always difficult terrain. Water. Water squares are either deep or shallow water. Shallow water is difficult terrain. Only a stand made up of creatures that have a swimming speed, or a solo that has a swimming speed, can enter deep water. High Ground. Any terrain other than water can also have this additional trait. An area of high ground is given a number that represents its relative height (in multiples of 20 feet)
compared to nearby squares of a lower elevation. A stand or solo on high ground has advantage on melee attack rolls made against targets that are at a lower elevation. Moving into higher ground costs 1 square of movement for each 20 feet of difference in elevation between the stand or solo’s current location and its destination square. If the higher ground is also difficult terrain, the cost of entering it is doubled.
Combat Procedure The combat procedure in a mass battle is very similar to that outlined in the standard rules, except that the activity in a round is simultaneous rather than sequential. Other differences are outlined in this section. Also, units in a mass battle have access to the new action types described below.
Setting up the Fight Naturally, before the action can start, the opposing armies must be positioned on the battlefield. Before and during this activity, a few determinations need to be made: •
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Stands must be organized into units, and those units designated as skirmishers or regiments. Each regiment must begin in one of three configurations (see the “Configure” section below). Each solo must begin either as unattached or joined to a stand. A solo that is joined to a stand is considered to have taken the Join action before combat starts, so that it can take another action on its first turn. A solo that is joined to a stand is eligible to be designated as a commander.
A bit of bookkeeping on the side is also recommended. Make a list of which stands belong to which units, so that you can tell when a stand becomes isolated or when a unit might become broken (see “Check Morale” below). After all these tasks are taken care of, it’s time to start the fight.
Initiative Each unit rolls for initiative using the highest or lowest Dexterity modifier among its stands (depending on whether the unit is a skirmisher or a regiment). This includes solos that are attached to a unit at the start of the turn (see “Join” below). The DM might also rule that some units or unattached solos are surprised, based on the situation at the start of the battle.
Movement On a unit’s turn, each stand in the unit can move a number of squares according to its speed, following the rules for the unit type. A unit of skirmishers can use part of its move, take an action, and then complete its move. Adjacent to Other Stands. There are no opportunity attacks in these rules. Instead, a stand cannot move once it becomes adjacent to an enemy stand, unless its unit takes the Retreat action. This restriction does not prevent other stands in the unit from moving normally—only those stands that are adjacent to enemy stands. Fleeing the Field. If a stand willingly or unwillingly moves off the area covered by the grid, it is considered to have fled the battlefield and is eliminated.
Battle Actions One round of combat in these rules represents the aggregate results of 1 minute of fighting. On a unit’s turn, choose one action for the unit. Each stand in the unit individually takes that action or takes no action. Except when otherwise noted (see “Cast a Spell” below), stands in the same unit can’t take different actions.
Attack Attacks between units work the same as in the standard combat rules, except as described here. A unit that takes the Attack action fights one or more other units, with each stand attacking individually. Each stand in a unit directs its attack against another target stand. A stand attacks just like its component creatures. For
instance, if a creature has the Multiattack ability, a stand composed of those creatures has that ability as well. Different stands can choose different forms of attack, according to their capabilities. For instance, one stand of orcs can make a melee attack with greataxes, while another stand of orcs in the same unit makes ranged attacks with javelins. For monster abilities that create a distance effect measured in feet, convert that distance to squares by dividing by 5, using the same rules for calculating the speed of a stand. For example, a minotaur’s charge allows it to push a target up to 10 feet. A stand of minotaurs would thus be able to push an enemy stand 2 squares. Roll the stand’s attack and damage as in the standard combat rules, applying damage against the target stand’s hit points. Melee Attacks. A stand that makes a melee attack must be able to target a stand or a solo in an adjacent square. Reach. A stand that has a reach of 10 feet or greater with its melee attack makes a bonus attack as part of its Attack action. This benefit represents the stand’s ability to bring more of its members to bear when making an attack. Ranged Attacks. Determine range as normal (and remember that each square is 20 feet on a side). If the range of an attack extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if an attack’s range is less than 20 feet, the attack can still target a stand or a solo in an adjacent square.
Cast a Spell Determining the effect of a spell in these rules depends on whether the spell requires targets or covers an area of effect, and whether a stand or a solo casts it. If a unit has some stands that can cast spells and others that cannot, the stands that cannot cast spells can instead take any action they are normally allowed to choose. Range. Determine the range of a spell the same as for a ranged attack with a weapon (see above). If the range of a spell extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if a spell’s range is less than 20 feet, the spell can still target a stand or a solo in an adjacent square.
Targeted Spells. If a spell requires a target, a stand of casters can target another stand within range. A spell that targets multiple creatures can affect one stand or unattached solo per creature it can target. For spells requiring an attack roll by a stand against an isolated solo, the stand has advantage on the attack roll and the spell deals double damage. If the spell allows a saving throw, the solo has disadvantage on the saving throw and takes double damage if the saving throw fails. A solo can cast a targeted spell against another solo, following the normal rules for the spell. Such a spell is effective against a stand only if the spell normally targets five or more creatures. Areas of Effect. A spell that covers an area affects all the stands in its area. If the area does not include all of the squares a stand occupies, the spell either deals half damage to that stand (if it deals damage) or has no effect. If a stand casts such a spell, assume all the casters use the same area of effect. Targets make saving throws as normal but take double damage from the spell. Solos cast area spells as normal against solos or stands within the area. If an area spell has a range of “Self,” its point of origin is the midpoint of one of the sides of the caster’s space. If the spell has any other range, the distance to its point of origin is measured starting at the midpoint of one of the sides of the caster’s space. Cone. The length of a cone on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin. A cone is wider the farther it extends from the point of origin. The cone’s width at any place along its length equals the number of squares between that square and the point of origin. Add squares of length as evenly as possible to both sides of the cone. Cube, Cylinder, Sphere. The size of a cube or the radius of a cylinder or a sphere on the battlefield is 1 square for every 20 feet. Any square in the area beyond the one that contains the point of origin must be within 1 square of the origin square. If the area extends beyond those squares, each additional square must be within 2 squares of the origin square.
Line. The length of a line on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin.
Configure (Regiments only) A regiment begins the battle in one of the following configurations. It remains in the chosen configuration until it takes this action again. Aid. When a unit in the aid configuration uses the Attack action to make a melee attack, individual stands in the unit can forgo their attacks to support the melee attacks of other stands. A stand that does so grants advantage on melee attack rolls made by an adjacent stand in its unit. A stand can grant advantage in this manner even if it has no legal target for an attack of its own (representing soldiers pushing forward to replace casualties, covering an exposed flank against a counterattack, or distracting the enemy with ranged fire). A unit in the aid configuration moves at half speed (rounding down if necessary) to reflect the fact that some of its members are moving around within the ranks instead of pressing forward. Defend. When a unit is in the defend configuration, all stands in the regiment gain a +2 bonus to AC. The unit can’t use the Attack action while it remains in this configuration. A unit in the defend configuration moves at half speed (rounding down if necessary) to reflect the fact that its members are focusing on protecting themselves instead of pressing forward. March. A regiment in the march configuration moves at its full speed.
Dash A unit that takes the Dash action gains a bonus to its speed equal to its normal speed. A regiment that is configured to aid or defend and takes the Dash action can move at its full speed (not half speed) on that turn.
Hide (Skirmishers and solos only)
Taking this action follows the standard combat rules. Make a Dexterity (Stealth) check for each stand in a unit that attempts to hide. Conditions such as obscuring terrain and lack of illumination might mean that some stands in a unit can attempt to hide while others can’t. A stand that cannot hide (or that chooses not to make the attempt) cannot take any other action during the unit’s current turn.
Join (Solos only) Joining a stand grants a measure of protection to a solo creature, so that it does not risk taking the penalties for becoming isolated. To take the Join action, a solo must first move into the space of an allied stand. Its move ceases at that point. Then, with its action on that turn, the solo takes the Join action and becomes part of the stand. A solo cannot join a stand if the solo is more than one size category larger than the stand. Within that limitation, any number of solos can join a stand. Remove the solo from the battlefield and mark the stand in some way to note that the solo is part of it. When a solo is joined with a stand, it is considered part of that stand for the purpose of being targeted by a spell, though it continues to use its own AC and saving throws against the spell. When the stand moves, the solo automatically moves with it. On its turn, the solo takes its action as normal but does not take its own move. In place of its move, it can either leave the stand (entering an empty adjacent space) or immediately join another adjacent stand in its unit. If the stand is eliminated (see “Eliminate Casualties” below), any solos that were joined with the stand remain in play. A newly unattached solo can immediately join an adjacent stand in its unit or remain unattached and occupy one or more of the squares the stand formerly occupied .
Retreat
Check Morale
Any stand in a unit that takes this action can move even if it begins its turn adjacent to an enemy stand or becomes adjacent to an enemy stand during movement.
Few soldiers want to die. After a unit suffers significant losses, the survivors might lose their nerve for battle. Rather than stay and fight, the rest of the unit tries to run away. If any surviving unit has lost more than half the stands it started with, the unit must immediately check morale . A morale check is a DC 10 Wisdom saving throw, using the highest Wisdom modifier from among the unit’s component stands (including any solos that are joined with surviving stands in the unit). On a failed morale check, the unit becomes broken. For the rest of the battle, a broken unit can take only the Retreat action. The DM determines where the unit moves, but it must seek a safe path away from enemy units. A solo, whether joined with a stand or unattached, is never broken. It can decide to move with a broken unit or immediately leave the unit at the start of any of its turns. Rally. If a broken unit has a commander, the unit has a chance to rally at the start of its turn. The unit makes another DC 10 Wisdom saving throw, with a bonus equal to the commander’s Charisma modifier. If the save succeeds, the unit is no longer broken. It takes its turn as normal.
Damage Apply damage to a stand’s hit points as though it were an individual creature. If a stand takes damage in excess of its current hit points, apply the excess damage to an adjacent identical stand in its unit, if there is one. Because the action in a round is considered to be simultaneous, a stand is not immediately destroyed when it is reduced to 0 hit points. The stand becomes a casualty but remains in play until the end of the round, taking actions (including attacks) and moving as normal if it had not already taken its turn in the current round. Treat the stand as if it had 1 hit point remaining. You can push the stand’s miniature onto its side or otherwise mark it to represent that it is a casualty.
End of Round Unlike the standard D&D combat rules, these rules require you to take a few specific steps at the end of each combat round. Once everyone involved in a battle has taken a turn, you must first assess casualties and then check morale before everyone gets to take another turn.
Eliminate Casualties At the end of the round, all casualties are eliminated (removed from the battlefield). When a stand is eliminated, the person controlling its unit has the option of immediately moving an adjacent allied stand into the vacated space. (Troops can move over to hold the line, but they create another opening elsewhere in doing so.) Eliminating a Solo. Solos use all of the standard combat rules for damage, death, and dying (in the case of player characters). A dying solo makes up to ten death saves at the end of the round, one at a time, to determine its fate.
Objectives and Victory Points A battle rarely lasts until one army massacres the other. Once one side has achieved its goals, its opponent usually concedes the field, knowing that further combat is fruitless. The rules in this section are designed to help the DM integrate a mass battle into the campaign by giving each army an appropriate goal, and to provide a way of figuring out who wins. Objectives define why two armies clash and the victory conditions for the battle. Just like the encounter objectives described in chapter 3 of the Dungeon Master’s Guide, a battle’s objective roots it in the story by grounding it in the past, giving it a purpose, and making its outcome significant. While objectives provide the goals for a battle, victory points (VP) allow you to measure success. An army earns victory points for
achieving its objectives. An army wins a battle when it scores 10 or more victory points.
Creating Objectives Objectives represent the basic goals of an army. Two opposing forces might have the same objective (capture a bridge) or conflicting ones (destroy the bridge or save it). In some cases, two armies might pursue unrelated objectives (rescue a captured commander or defend a stronghold). When setting up a battle, consider the following ways to define objectives. Attrition. One side simply seeks to wear down the other. For each enemy unit eliminated, the army with this objective earns a number of victory points, as determined by the DM and based on the number of units in the battle. Destruction. An army seeks to deny the enemy a valuable resource, such as by destroying a bridge over a river or laying waste to crops that could otherwise sustain an invading force. If this objective is in play, the DM chooses a number of squares on the battlefield that represent the valuable resource and assigns each square a hit point value from 10 to 100. A stand or a solo can attack an objective square the same way it attacks an enemy. A square is automatically hit by any melee attacks against it and automatically fails all saving throws. The square takes damage from spells whose area of effect completely covers it. Targeted spells cast by stands can damage a square, but not those cast by solos. An army with this objective scores victory points for reducing a designated square to 0 hit points. The DM assigns each square a VP point value from 1 to 5, depending on the objective’s importance. Protection. This objective involves defending a key position or resource from an attacker. It is always used in conjunction with the Destruction objective above. At the end of each round, an army with this objective scores 1 victory point if it has two or more stands adjacent to an objective that has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the objective.
Custom Objectives. To create a unique objective, simply assign a VP value, generally from 1 to 5, to a specific action or condition that an army must fulfill to achieve its goal. A unique objective might involve killing or disabling a commander, forcing an opposing army into a specific confined area, or occupying and holding a particular location.
Assigning Objectives Evenly Once you have established objectives for the battle, check to ensure that both armies have the opportunity to score roughly equal numbers of victory points. It’s okay if there is a slight disparity (not all battles are fair), but keep in mind that the army with more ways to score victory points has a much better chance of emerging the overall victor. If you want to ensure an even match, try to give both sides an equal number of opportunities. In a battle where each army has a single specific objective, this job is easy. For example, destroying a bridge is worth 10 VP, while keeping it from being destroyed is worth 10 VP. In a more fluid situation with multiple objectives in play, give each side at least five opportunities to score victory points, and assign VP values that add up to more than 10 per side (say, 12 to 15). Spreading out the objectives and their rewards in this way gives commanders a few options for victory and keeps battles flexible.
Ending a Battle A battle ends when one side has amassed at least 10 VP at the end of a round. At that time, determine each side’s victory point total. If one side has at least 3 VP more than the other, it has achieved a total victory. Roll a d20 for each of the loser’s units that survived the battle. On a 10 or higher, treat the unit as eliminated; its survivors flee and desert the cause. If one side has 1 or 2 VP more than the other, the winner has scored a tactical victory. The loser withdraws from the field with its remaining forces, while both sides tend to their wounded . . . and perhaps make plans to meet again.
If both sides have an equal number of victory points at the battle’s end, the DM can declare the battle a draw, or the armies can fight one more round to try to determine a winner. Because of how objectives inform the action of a conflict, the army that loses the battle can still come away with positive results. Even if the player characters fought on the losing side, they and their army might have achieved the objectives necessary to fulfill some of their strategic goals in the campaign. Mike Mearls is the senior manager for the D&D research and design team. He was one of the lead designers for the fifth edition of D&D. His other credits include the Castle Ravenloft board game, Monster Manual 3 for fourth edition, and Player’s Handbook 2 for third edition.
Sometimes a campaign will have special needs for archetypes or character options not found in the existing official material. If you’re in this situation, you might want t o modify one or more of the classes in the game in order to provide options for players looking for a unique twist on their characters’ abilities. However, modifying a class is not something that should be undertaken lightly, and the job requires some serious effort, playtesting, and revision to get it right. The two best ways to modify a class are to swap out some class features for different ones, and to add new to an existing class. These methods allow you to use existing mechanics as a model, while drawing upon features of other classes for inspiration.
Creating New Class Options Each class contains at least one major decision point, referred to here as a class option. Clerics choose a divine domain, fighters choose a martial archetype, rogues c hoose a roguish archetype, wizards choose an arcane tradition, and so forth. If you want to create a different version of one of these major decision points (such as a new primal path for the barbarian), examine the existing examples to see how t hey are built. As with anything in class design, be prepared to playtest your ideas and then make changes if things aren’t turning out the way you want them to. The first thing to do when cre ating a new class option is to figure out what that option’s unique aspect is, both in terms of the class’s underlying story and the option’s place in the campaign world. Figuring out the story behind the class option, and what kinds of characters you want to e nable your players to create with it, is the most critical step in the process because it will serve as a guiding example for you. Once you have a unique concept for your class option in mind, it’s time to get down to the design process. Take a look at t he class’s existing options and see what they provide, and then use those as examples or building blocks for the features that your class option will provide. It’s perfectly fine for two class options in the same class to share some mechanics, and it’s also appropriate to examine other classes for mechanics you can draw upon for inspiration. At every step along the way, you can compare what you are designing with your original concept, and, if the design is helping to define and establish that concept, you know you’re on t he right path. On the other hand, if your design for a mechanic isn’t somehow helping to reinforce the theme of the new class option, it might be worthwhile to reconsider that mechanic. As you consider which class features to include in your new class option, address the following questions: • •
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What kinds of abilities do the other options for this class provide at comparable levels? Do the features improve a character’s combat ability directly, make the character better at exploration or interaction, or provide alternatives that aren’t about a pure increase in power? How do the features at a given level reinforce the story of that class option? Does an existing mechanic already accomplish something that the new class option also needs to do?
Class-Specific Guidelines As it says in the Dungeon Master’s Guide, no formula exists that can be used to perfectly design a new or replacement class feature, but some guidelines do apply for each of the eleven classes. W hile this advice is by no means comprehensive, it should provide a few points to ponder and get you thinking about how a class’s features should work together. Often, as you’ll see, the best advice is to leave things as they are. Many classes have deeply ingrained qualities, such as how they receive and cast spells, that don’t lend themselves to being tinkered with. Even if some parts of the class descriptions are off limits for our purposes here, t here are still plenty of opportunities for you to develop variant features within each class.
Barbarian •
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Though the barbarian’s Rage class feature grants t he class a significant increase in defensive strength, be aware of how other class features interact with Rage to boost the character’s offensive potency. For example, the primary drawback of Reckless Attack is largely offset by the damage resistance provided by Rage, and the berserker’s Frenzy feature gives the barbarian a lot of attack power for at least one combat. Note that Fast Movement serves three important purposes: getting the barbarian to the front line of a battle quickly, preventing the barbarian’s rage from ending because an enemy is not nearby, and encouraging the barbarian to stay out of heavy armor. The 10th-level features of both Primal Paths speaks m ore to the interaction pillar of the game than to combat; be wary of replacing or altering them to add combat potency. The 6th-level benefit of the P ath of the Totem Warrior generally speaks to the exploration pillar of the game, so think twice before changing it, for the same reason as above.
Bard •
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Bards have the full spellcasting progression; any changes to the Spellcasting feature will have a big impact on the class. Bards know a limited number of spells, which is a restriction on their versatility that should be modified with care when making changes to the class. Bards of the College of Lore receive an expansion of their number of spells known as a full class feature. Font of Inspiration, gained at 5th level, helps encourage the bard to continue along the class’s path for at least five more levels in order to make better use of Bardic Inspiration. Be wary of developing similar mechanics for other classes, because a feature that hands out a true increase to a numerical result (instead of advantage and disadvantage) should be rare.
Cleric •
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Clerics have the full spellcasting progression; any changes to the Spellcasting feature will have a big impact on the class. A cleric domain has a strong, defining class feature that fundamentally affects the way that characte r plays. The 1st-level feature in a domain, whether the domain is one you’re creating or one you’re modifying, should be something that really makes clerics of that domain stand out. Domain spells were typically chosen to expand the cleric’s options, while the base spell list of the cleric was kept relatively short. Look t o other ’classes’ spell lists when searching for spells to add to a new domain. For instance, the Light domain offers a number of spells that aren’t on the cleric’s list.
Druid •
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Druids have the full spellcasting progression; any changes to the Spellcasting feature will have a big impact on the class. Wild Shape is used largely for exploration purposes by Circle of the Land druids. For Circle of the Moon druids, Wild Shape offers significant defensive advantages, making such characters very durable. As with cleric domain spells, Circle of the Land druids’ circle spells are frequently drawn from the spell lists of other classes to increase those characters’ versatility.
Fighter •
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Fighters gain most of their combat prowess from three characteristics of t he class: being able to make up to four attacks per round; using Action Surge to grant quick bursts of c ombat potency; and having the highest number of Ability Score Improvement features, which allows fighters to strengthen their attacks and saving throws, or, if the DM allows it, select feats. The fighter archetypes are largely meant to be different flavors of the base class, in which most of the fighter’s combat strength lies. The Champion gains some versatility and a better chance of scoring critical hits. The Battle Master specializes in maneuvers that aren’t available to other fighters. The Eldritch Knight’s ability to cast spells sets that archetype apart, while being limited enough so that the character still feels like a fighter. Note that the 7th-level features for the Champion and the Battle Master lean heavily on the exploration and interaction pillars of the game; the Eldritch Knight gains spells, which contribute to the fighter’s competence in the exploration and interaction pillars, and so its 7th-level feature is geared to blending spells and attacks.
Monk •
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The monk is one of the most complex classes, with the highest number of unique class features. Be wary of replacing a single feature with mor e than one new feature, since the class already has a lot of capability. The monk’s Martial Arts feature was c arefully worded to prevent unintended combinations; this is why the feature does not treat unarmed strikes as a finesse weapon, since that could have unforeseen consequences in future material about finesse weapons that is appropriate for, say, a rapier or a dagger but not an unarmed strike. Ki points have some subtle guidelines in how they are e xpended; features that cost 1 ki point usually focus on utility, or are the equivalent of a single unarmed strike. Features that cost 2 ki points should be on par with a 1st-level spell, while a feature that costs 3 ki points should be on par with a 2nd-level spell. Examine the elemental disciplines of the Way of the Four Elements monk for further examples of how to match ki points to spell levels.
Paladin •
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Paladins have a spellcasting progression that is half as vigorous as the normal progression. The Spellcasting feature can be tinkered with a bit, but it still needs to be a significant portion of what the class can do. Paladins derive a large amount of their combat potency from the Divine Smite class feature. Since the paladin can wait until after determining if an attack hits (or is a critical hit) to use the smite, the character is capable of intense bursts of damage. Be wary of tinkering with this feature, because it is fundamental to the paladin’s combat strength. Many of the paladin’s class features are defensive in nature, protecting both the paladin and his or her allies from harm. Swapping out defensive class features for offensive ones starts to alter the feel of the paladin, perhaps in ways you did not intend.
Ranger •
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Rangers have a spellcasting progression that is half as vigorous as the normal progression. The Spellcasting feature can be tinkered with a bit, but it still needs to be a significant portion of what the class can do. Much of the ranger’s extra potency in combat comes from spells such as hunter’s mark and from the class features granted by the ranger archetypes. The 3rd-level feature in eac h archetype usually either provides a raw increase in combat power, or grants the ranger greater combat versatility. Favored Enemy was intentionally designed to provide no combat bonus, because the ranger’s strength in combat should not rely solely on the discretion of the Dungeon Master or the circumstances of the adventure. Although the Hunter archetype’s 3rd-level ability does rely somewhat on the nature of the foes being fought, Favored Enemy is generally useful in the interaction and exploration pillars of the game.
Rogue •
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Rogues rely chiefly on two features for both the class’s feel and its stre ngth in combat: Sneak Attack and Cunning Action. These are fundamental to the rogue, and Uncanny Dodge at 5th level is almost their equal in importance to the class. Leave these features as is, unless you have a powerful reason for changing anything. The class features granted by the roguish archetypes at 3rd level should fundamentally alter the way the class plays, just as the cleric’s Divine Domain features do. Rogues are the masters of skills, and the class already pushes the boundaries of what we (and our playtesters) consider to be acceptable in te rms of game balance. Giving them more skill potency c ould push rogues over the line.
Sorcerer •
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Sorcerers have the full spellcasting progression; any changes to the Spellcasting feature will have a big impact on the class. Like bards, sorcerers have a limitation on the number of spells they can choose from, which is a major restriction on the class. The sorcerer does not get many metamagic choices. When you create a new metamagic option, be sure that it is useful enough that a sorcerer could justify using one of his or her precious choices on it. Sorcery points and Flexible Casting were intentionally designed so that a sorcerer who does nothing but convert spell slots to sorcery points in order to cast higher-level spells does so at the cost of overall output. Be cautious when altering this balance.
Warlock •
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Warlocks have a unique spellcasting method, and they rely on being able to cast a smaller number of spells more frequently. Remember that a warlock automatically increases the spell slot level of spells he or she casts, meaning that even lower-level spells gain potency when cast by a warlock. The warlock spell list was carefully cultivated to avoid including spells that might become annoying if cast too often at the table. If you want to grant a warlock access to a new spell, but are concerned that its frequent casting could be disruptive to the game, consider creating an e ldritch invocation that enables the use of the same magic on a more limited basis (by requiring a r est between uses, for instance). Warlocks derive a lot of their combat potency from the eldritch blast cantrip, and already have a lot of invocations to choose from to increase that reliance. Be wary of creating new invocations that make eldritch blast even more powerful.
Wizard •
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Wizards have the full spellcasting progression; any changes to the S pellcasting feature will have a big impact on the class. Wizards have the longest spell list and t he broadest selection of spells to choose from each day, thanks to their spellbooks. Anything that further increases their versatility in this respect should be approached with caution. The Arcane Traditions serve three purposes, which you should consider when creating new ones: encouraging the casting of cert ain kinds of spells, providing utility that is unique to specialists of a particular kind of magic and that cannot be found within spells, and subtly altering the play style of the wizard without fundamentally drawing the thrust of t he class away from spellcasting.
Example: Rangers with No Spells As an example of what the class feature replacement process might be like, we will remove spellcasting from the ranger class. Let’s say that in your campaign you want rangers to be a little bit more like Strider from the Lord of the Rings, and less overtly magical from the outset. The Spellcasting class feature has a big impact on the ranger class, so t his is no small project. Start by evaluating what the Spellcasting feature is contributing to the class. In general, rangers have a more limited spell list (and know only a relatively small number of spells), and operate on the same halfspeed progression for spellcasting as the paladin does. Looking over t he ranger’s spells, you might come to the following conclusions about what the Spellcasting feature contributes to the class: •
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Rangers have a lot of exploration utility in their spells, with access to magic such as detect poison and disease, beast sense, and conjure animals. Rangers gain a lot of their combat potency from spells, especially hunter’s mark . Rangers get some healing and restoration ability from spells such as cure wounds, lesser restoration, and protection from poison, which stave off the harm an adventurer might suffer while exploring in the wilderness. Rangers get some combat control effects from their spells such as ensnaring strike, spike growth, and conjure barrage, all of which give the ranger a magical edge in combat. At some levels at which the ranger gains access to new spell levels, this is the only class feature the character receives. As a result, the ranger will need additional class features at those levels to prevent them from providing nothing to the ranger aside from increased hit points.
Given the usefulness of the cure wounds spell, and the greater need for healing at lower levels, let’s create a healing class feature that allows the ranger to create and apply herbal poultices—an improvement that is on par with drinking a potion at first, but one that will scale up as t he ranger gains levels. Additionally, since the ranger is likely to need some extra combat utility that spells would normally provide, let’s add a version of the Combat Superiority class feature drawn from the Battle Master fighter. The maneuvers that Combat Superiority gr ants can provide a nice boost in combat, especially in matters of battlefield control. Looking at the fighter class, we can see that the Battle Master fighter’s Combat Superiority is sitting in a similar space as the spellcasting progression of the Eldritch Knight. We don’t want the ranger to outshine the Battle Master fighter, so we’re going to start the
ranger with fewer maneuvers, scaling up as the ranger gains levels. Since we’re going to be replacing a one-half spellcasting progression, this means that we’ll need a few other features to bring this ranger up to par. At 9th and 13th levels are gaps where we can place some exploration-focused mechanics. Let’s model the first one on the protection from poison spell, and also give the poultice-creating class feature an improved effect. The second one we can model on the conjure animals spell, which can be useful both in exploration scenes and in combat scenes. At 17th level is another gap, which we can fix with an improvement on Combat Superiority. Fortunately, the Battle Master has a class feature that would fit in well in the concept of this ranger, so we can swap in the Relentless feature to make sure the ranger always has at least some ability to exercise control over the battlefield, even in the later part o f an adventuring day. Finally, we need to consider the impact of these changes on other class features, and make adjustments as necessary. For example, the Beast Master archetype for the ranger has a Share Spells class feature at 15th level that will no longer work without a Spellcasting feature. If your nonspellcasting ranger decides to play a Beast Master, you will need to create a substitute class feature for Share Spells as well, perhaps something to help keep the ranger’s beast companion alive longer. Additionally, since Primeval Awareness requires the ranger to e xpend spell slots to activate the class feature, we can modify that feature to allow the ranger to use it once and regain its use after finishing a short or long rest. Here are the full descriptions of the new class features for our spell-less ranger:
Combat Superiority At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn two maneuvers of your c hoice, which are chosen from the list of
maneuvers available to fighters with the Battle Master archetype. Many m aneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your e xpended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. Saving Throws. Some of your maneuvers require your targe t to make a saving throw to resist
the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC =
8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to c ure one poison effect on the creature you are applying it to, in addition to restoring hit points. Call Natural Allies Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on yo ur behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups: • • • •
One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their c urrent location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your com rades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since t he same animals will not repeatedly heed your call.
Relentless Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. As a replacement for Share Spells, we could also consider the following feature:
Beastly Coordination Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If yo ur beast companion can hear you, it can use its reaction to halve the attack’s damage against it.
Example: Favored Soul As an example of how creating a new class option could work, let’s examine a design that was a fullfledged class in the third edition supplement Complete Divine: the favored soul. This might be an appealing archetype if you are running a game where the gods are going to have a big impact on t he world, and where the Chosen of those gods (individuals bestowed with a fragment of a god’s divine power) are prominent players in the campaign. To reflect this tone, let’s create the Favored Soul as a new origin for the sorcerer class. This decision reflects the idea that the character is someone who is fundamentally changed by the touch of his or her deity, which awakens powerful magical abilities. Looking at the existing sorcerous origins, we can determine that, at 1st level, an origin provides not only the explanation for the source of the sorcerer’s power, but also a flourish on the way that character plays. Since this sorcerer is going to be gaining its magic by being imbued with divine power, we decide to give the Favored Soul access to some spells normally gained by the cleric. Any time we expand the known spells of the sorcere r, we run the risk of overshadowing the other sorcerous origins, since the limitation on the number of spells the sorcerer knows has a big impact o n how the class plays. This indicates that the other class features probably shouldn’t all tie closely to the sorcerer’s spellcasting, since that aspect of the sorce rer is already getting quite a boost. Since the favored soul class was a little more martial in its previous incarnation, we decide to give our sorc erer some better armor and access to simple weapons, similar to t he defensive bonuses gained by the Draconic Bloodline sorcerer at 1st level. At 6th level, the other sorcerous origins provide features that have an impact on the character’s combat abilities. Looking at the bard class, we can see that the College of Valor gains the Extra Attack class feature at the same level, and we decide to give that to the Favored Soul to further enhance its martial bent. At 14th level, the sorcerous origins provide some measure of utility, with little direct impact on spellcasting or combat capabilities. Here, we choose to model the Favored Soul’s feature after the Draconic Bloodline’s feature at the same level, reflecting the touch of the divine with some imagery typically associated with divinity: wings. At 18th level, the sorcerous origins provide options that are both potent and strongly linked to the origin’s central theme. Since t he sorcerer will have access to higher-level spells at this level, and the feature we gave it at 1st level to provide some cleric spells won’t have as much of an impact, we decide to tie this class feature to those cleric spells, both to incentivize the continued use of those spells, and to give the Favored Soul a little more resilience in the face of high-level threats. When we are done with this initial design, here’s what the Favored So ul sorcerous origin looks like:
Chosen of the Gods At 1st level, you choose one of the cleric class’s divine domains. You add that domain’s spells for 1stlevel clerics to your known spells. These spells do not c ount against the number of spells you can know,
and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain’s spells that become available at those levels.
Bonus Proficiencies At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Wings At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your curre nt walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Power of the Chosen Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to yo ur Charisma modifier (minimum +1) + the spell’s level. In the end, the capabilities of our Favored Soul sorcerer are quite close to those of the spontaneouscasting favored soul class from long ago! About the Author:
Rodney Thompson is a senior designer for the Dungeons & Drago ns game. In addition to serving as a designer on the fifth edition of D&D, he is the co-designer of the Lords of Waterdeep board game and its expansion. Rodney is a graduate of the University of Tennessee and has worked at Wizards of the Coast since 2007, when he joined the company as the lead designer of the Star Wars Roleplaying Game Saga Edition.
Unearthed Arcana: Waterborne Adventures “Believe me, my young friend, there is nothing— absolutely nothing—half so much worth doing as simply messing about in boats.” —Kenneth Grahame, The Wind in the Willows The following new character options showcase a simple design approach to adventure on the high seas. These rules were created to be specifically useful for nautical D&D campaigns, but they are general enough that they can be useful in any campaign. The Dungeon Master’s Guide contains the rules for managing ships at sea, along with encounter tables, rules for weather, and other useful tools. By combining those rules with these new options, your campaign will be ready to set sail. What Is Unearthed Arcana? You can think of the material presented in Unearthed Arcana as similar to the first wave of the fifth edition D&D playtest. These game mechanics are in draft form, usable in your campaign but not fully tempered by playtests and design iterations. They are highly volatile and might be unstable; if you use them, be ready to rule on any issues that come up. They’re written in pencil, not ink. For these reasons, material in this column is not legal in D&D Organized Play events.
Minotaur (Krynn) In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐ based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world.
Arrogant Conquerors Minotaurs embrace the notion that the weak should perish and that the strong must rule— and that they themselves are the strongest and
most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect— three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.
Trial by Combat Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest.
Honor above All For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.
Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.
Sea Reavers In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered.
Minotaur Names Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas. Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
Minotaur Traits Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.
Ability Score Increase. Your Strength score increases by 1. Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1. Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil. Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Labyrinthine Recall. You can perfectly recall any path you have traveled. Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water). Languages. You can speak, read, and write Common.
Minotaur Bonds When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.
d6 1
2
3 4
5
6
Bond My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward. I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten. I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge. I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime. I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest. I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.
Minotaurs in Your Campaign We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half ‐ orcs in the Player’s Handbook and the goliath in our Elemental Evil Player’s Companion. As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to balance against the Player’s Handbook races. Casting minotaurs as conquest‐minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the seas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook.
Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools.
Fighting Style: Mariner The following new option can be selected by fighters, paladins, and rangers for the Fighting Style class feature. Whether a buccaneer, an experienced sailor, or a specially trained marine, a mariner can scale a ship’s rigging and swim through choppy water with ease. Adapted to wearing light and medium armor, mariners can defend themselves without relying on heavy armor or bulky shields. Most of them thus wield two‐handed weapons or fight with a pair of blades.
Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Mariner Design Notes Fighting Style is a good way to introduce a specific flavor of game play for multiple characters at once. In a sea‐ based campaign, you can expect lots of battles in the water and on board ships. Swimming and climbing speeds are very handy in such environments, but they can also prove useful in other areas. The mariner’s AC bonus comes with conditions, but it plays into the restrictions a mariner must observe to gain a swimming or climbing speed. In addition, a ship‐ based campaign lends itself to fighters who wield scimitars (representing a cutlass) and a dagger, and who wear light armor. This specific AC bonus helps support that character option.
Roguish Archetype: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad
in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
Fancy Footwork Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
Toujours l’Audace At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.
Panache At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target. If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.
Elegant Maneuver You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity
(Acrobatics) or Strength (Athletics) check you make on your turn.
Master Duelist At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
Swashbucklers and Two‐Weapon Fighting The swashbuckler relies on a good understanding of the D&D rules to realize its potential, specifically when it comes to fighting with two weapons. Other characters must use a bonus action to Disengage if they want to escape a melee, but a swashbuckler’s Fancy Footwork ability bundles a more limited version of Disengage within your attack. This allows you to use your bonus action to fight with two weapons, and then safely evade each foe you attacked.
Sorcerous Origin: Storm Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul. Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Stormborn The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
Storm Sorcerer Bonus Spells Sorcerer Level Spells Fog cloud , thunderwave 1st 3rd Gust of wind , levitate Call lightning, sleet storm 5th Conjure minor elementals,* ice storm 7th Conjure elemental ** 9th * Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it. **Unless you gain this spell from another source, you can summon only air elementals with it.
Tempestuous Magic At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
Ribbons On the R&D team, any ability meant to convey flavor rather than a mechanical advantage is referred to as a ribbon—a thing that’s mostly for show. Thieves’ Cant is
a great example of a ribbon ability, and Storm Guide also falls into this category. We don’t weigh ribbons when balancing one class or option against another. For example, Heart of the Storm carries the power load at 6th level for the storm sorcerer, while Storm Guide is here only to show how these sorcerers can excel as sailors. It isn’t meant to help in combat, but it’s potentially very useful in maneuvering a ship.
Storm’s Fury At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
Wind Soul At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
Unearthed Arcana: Variant Rules For this month’s Unearthed Arcana, we’re showing off a few variant rules that you can use in your campaigns. A few of these options should look familiar to players of earlier editions of the D&D game, as some have been presented as variants in those prior editions.
Rules Variant: Players Make All Rolls This variant has the players roll dice for all parts of combat, including such things as monster attack rolls and saving throws. By moving die rolls to the players’ side of the table, this option keeps things simpler for you as the DM. In addition, the more active you can keep the players in your game, the more engaged they’ll be. This is a good option if your players like rolling the dice, and if you don’t mind doing a little work up front to make that happen.
Attacking and Defending The players roll their characters’ attacks as normal, but you don’t roll for their opponents. Instead, when a character is targeted by an attack, the player makes a defense roll. A defense roll has a bonus equal to the character’s AC − 10. The DC for the roll equals the attacker’s attack bonus + 11. On a successful defense roll, the attack misses because it was dodged, absorbed by the character’s armor, and so on. If a character fails a defense roll, the attack hits. If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage. If the defense roll comes up as a 1 on the d20, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges.
Saving Throws When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the d20 roll for a saving throw check equals the effect’s save DC − 8. The DC for this check equals 11 + the target’s saving throw modifier. On a successful check, the character overcomes the target’s resistance and treats the target as if it failed its saving throw. On a failed check, the target is treated as if it succeeded on its save. As with attacks, the saving throw check has advantage if the target would have disadvantage on its saving throw, and vice versa.
Contests and Checks Whenever an NPC or monster would normally make an ability check, roll initiative, or take part in a contest, neither you nor the players roll the d20. Instead, use the rules for passive checks to determine the result. See chapter 7, “Using Ability Scores,” of the Player’s Handbook for more information on passive checks.
Optional Rule: Vitality Some DMs find hit points bothersome. A fighter can survive a fireball , a troll’s rending claws, and a one‐hundred‐foot fall, only to crumple in a heap due to a kobold’s dagger slash. This optional rule more realistically reflects the wear and tear a character suffers from wounds. Each character has a pool of vitality in addition to hit points. A character’s maximum vitality equals the character’s Constitution score. Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. Divide the damage by 10 and round down. The result is how much vitality a character loses. In other words, a character loses 1 vitality for every 10 points of damage dealt by an attack or effect.
If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1. Losing vitality causes a character’s hit point maximum to drop. Calculate the character’s current maximum using vitality instead of Constitution. Thus, as vitality drops, a character’s Constitution modifier for determining hit points also drops. A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character’s vitality. A character is not unconscious until both hit points and vitality reach 0. Completing a long rest increases a character’s vitality by 1 + the character’s Constitution modifier, up to the character’s maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing.
Rules Variant: Custom Alignments Alignment serves as a handy label for the general attitudes of characters and monsters alike. It works as a sorting mechanism, providing a big‐ picture assessment of which creatures, factions, and NPCs make natural allies or enemies. The standard alignment system embraces the fundamental points of tension in D&D: the struggle between good and evil on the one hand, and the conflict between law and chaos on the other. The nice thing about this arrangement is that it allows for tension even within a good‐ aligned party. The law–chaos divide means that characters can still disagree on how to promote good in the world. Alignment is meant to serve only as a quick summary of a character, not a rigid definition. It’s a starting point, but elements such as flaws and bonds paint a much more detailed picture of a character’s identity.
You might find that the alignment choices of good and evil, law and chaos are too abstract for your campaign. You might prefer attitudes that are more nuanced, without the implicit demarcation of heroes as good‐aligned creatures and villains as evil‐aligned ones. A simple solution is to discard alignment in favor of an alternative system that brings the key conflicts in your campaign to the forefront. Identify the Conflict. Think about the important opposing forces in your campaign by asking the following questions. Can you place them on opposite ends of a continuum? Are there multiple conflicts? What are the key conflicts, and how do all the separate conflicts interact? For your own alignment system, try to create at least two paths, one of which allows a range of options for the player characters. The other paths can divide the world between the characters (including their allies) and their enemies. For example, imagine a campaign setting where an ecological crisis engineered by a cabal of necromancers threatens to transform the world into a dead wasteland. Forming one alignment path are the opposing forces of life and death. Like the choice of good or evil, this conflict defines the setting, and you would expect most player characters to be aligned to life or at least neutral with respect to their support for the necromancers’ plans. The second conflict path might be preservation versus destruction. People who have gathered to protect the land might disagree on whether to attack and destroy the necromancers, or to work instead at strengthening the natural order so that not even the necromancers’ power can overwhelm it. Multiple Choices. For grittier games that avoid obvious classifications of good versus bad, you might create alignment paths with more than two choices. In a game that focuses on intrigue and power struggles, for example, alignment might be a quick reference for which factions a character supports. One element of a character’s alignment might indicate his or her affiliation with a noble house or guild. A second element could call out which deity or pantheon the character is tied to.
Neutral Alignment. When creating your alignment system, think about the role of neutrality, and decide whether there’s a midpoint for any alignment path. Neutral creatures might choose to sit out a struggle (as is often the case in good versus evil) or see strengths in both approaches (as in law versus chaos). The role of this choice in your campaign should make sense in terms of your central conflict.
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Unearthed Arcana: Quick Characters Sometimes you need quick characters for a D&D session. Whether you’re running an impromptu game with limited time for character creation, you want to get get a new new player player into an established established game quickly, or you need a new PC to replace a dead adventurer, these optional rules are for you. These rules can be used instead of the normal process of character creation, replacing the choice and creativity of that process with a series of tables that quickly generate a 1st-level character. With the exception of backgrounds, these rules focus on the character options available in the D&D Basic Rules as a means of keeping things simple.
Alignment Roll a d6 to determine your character’s alignment. d6
Alignment
1
Lawful Good
2
Neutral Good
3
Chaotic Good
4
Lawful Neutral
5
Neutral
6
Chaotic Neutral
Background Backgrounds already make use of random tables to flesh out your character, and are easy to apply. You You can roll a d6 to determine determine your your character’ character’ss background if you’re using the Basic Rules, or roll a d20 to use the full list of backgrounds from the Player’s Player’s Handbook. Handbo ok.
d20
Backgr Backgroun ound d (Playe (Player’s r’s Handboo Handbook) k)
1-2
Acolyte
3 4-5 6
Charlatan Criminal Entertainer
7-8
Folk Hero
9-10
Guild Artisan
11
Hermit
12
Noble
13-14
Outlander
15
Sage
16-17
Sailor
18-19
Soldier
20
Urchin
Alternatively, Alternatively, for players players who are comfortable defining a character’s personality traits, ideals, bonds, and flaws through roleplaying, the quick character generation process can be made even quicker by foregoing a background, instead rolling for the skill and tool proficiencies normally provided by a background. Roll four times on the following table, rerolling any duplicate results. d20
Prof roficie ciency
1
Acrobatics
2
Animal Handling
3
Arcana
4
Athletics
5
Deception
6
History
7
Insight
8
Intimidation
9
Investigation Medicine
d6
Back Backgr groun ound d (Bas (Basic ic Rule Rules) s)
10
1
Acolyte
2
Criminal
3
Folk Hero
11 12 13
4
Noble
5
Sage
6
Soldier
Nature Percepti eptio on Perfo rforma rmance 14 Persuasion 15 Religion 16 Slei Sleigh ghtt of Hand and 17 Stealth 18 Survi rvival 19
Carpenter’s to tools
20
Thieves’ tools
In place of a background feature, once during any
meet and declare that your character knows that NPC. The relationship is respectful but not necessarily friendly. The DM determines the exact nature of your relationship.
Class and Abilities Roll a d6 to determine your class from the following table, which is more likely to generate a fighter or cleric than a rogue or wizard. Especially if you’re randomly generating an entire party, tilting the odds in favor of fighters and clerics can help shore up a group’s ability to survive in combat. Alternatively (or if you’re generating a single character joining an already balanced party), you can roll a d4 and give each class an equal chance of being generated. d6
d4
Class
1-2
1
Cleric
3-4
2
Fighter
5
3
Rogue
6
4
Wizard
When determining your ability scores, your choice of class shapes which abilities are of most use to your character. Roll a d6 to determine the ability score array your character uses. Then assign those numbers to your abilities in an order determined by your class. d6
Score Array
1
18, 14, 12, 8, 8, 6
2
16, 14, 14, 10, 10, 8
3
16, 16, 12, 10, 8, 8
4
16, 12, 12, 12, 10, 8
5
14, 14, 12, 12, 12, 12
6
14, 14, 14, 12, 12, 10
Cleric. Wisdom, Strength, Constitution, Charisma, Dexterity, Intelligence. Fighter. Strength, Constitution, Dexterity, Wisdom, Intelligence, Charisma. Rogue. Dexterity, Charisma, Intelligence, Constitution, Strength, Wisdom. Wizard. Intelligence, Dexterity, Wisdom, Charisma, Constitution, Strength. For example, a player creating a cleric rolls a 4 for the character’s ability score array—16, 12, 12, 12, 10, and 8. Those numbers are assigned in that order to the ability scores listed for clerics, yielding a character with Strength 12, Dexterity 10, Constitution 12, Intelligence 8, Wisdom 16, and Charisma 12.
After you assign your character’s ability scores, but before applying any modifiers for your race (see below), you can swap any two scores.
Equipment Your class also determines your equipment. Select gear from your class’s quick equipment choices, except for any of the prebuilt packs such as the explorer’s pack or the priest’s pack (see below). Alternatively, you can select one of the following default equipment packages: • • • •
Cleric: Mace, scale mail, light crossbow and 20 bolts, shield, holy symbol Fighter: Chain mail, longsword, shield, light crossbow and 20 bolts Rogue: Shortsword, shortbow and 20 arrows, leather armor, two daggers, thieves’ tools Wizard: Dagger, component pouch, spellbook
Then select one of the following standard equipment packs for your character: • •
•
Backpack, sack, lantern, 2 oil flasks, tinderbox, 12 pitons, hammer, waterskin, rations (4 days), 5 gp Backpack, 2 sacks, 6 torches, 3 oil flasks, tinderbox, 10-foot pole, 50 feet of rope, waterskin, rations (4 days), steel mirror Backpack, 4 sacks, holy symbol or thieves’ tools, 12 pitons, 50 feet of rope, waterskin, rations (4 days)
All characters also gain a dagger and either a light crossbow and 10 bolts, or a set of 5 javelins.
Cleric Spells Randomly determining spells can speed up the process of creating a 1st-level cleric. Cantrips. Roll a d6 three times to determine your cleric cantrips, rerolling any duplicate results. d6
Cantrip
1
Guidance
2
Light
3
Resistance
4
Sacred Flame
5
Spare the Dying
6
Thaumaturgy
Spells. Roll a d10 for each cleric spell you can prepare, rerolling any duplicate results.
d10
Spell
1
Bless
2
Command
3-4
Cure Wounds
5
Detect Magic
6
Guiding Bolt
7
Healing Word
8
Infict Wounds
9
Sanctuary
10
Shield of Faith
Fighter Fighting Style Roll a d6 to determine your fighting style, and make the indicated adjustments if you selected the default equipment package. d6
Fighting Style
Wizard Spells Randomly determining spells can speed up the process of creating a 1st-level wizard. Cantrips. Roll a d10 three times to determine your wizard cantrips, rerolling any duplicate results. d10
Cantrip
1
Acid splash
2
Dancing lights
3
Fire bolt
4
Light
5
Mage hand
6
Minor illusion
7
Poison spray
8
Prestidigitation
9
Ray of frost
10
Shocking grasp
Spells. Roll a d12 six times to determine the contents of your wizard spellbook, rerolling any duplicate results.
1
Archery (swap light crossbow and 20 bolts for a longbow and 20 arrows; at your option, also swap chain mail for leather armor)
2
Defense
d12
.3
Dueling
1
Burning hands
4
Great Weapon Fighting (swap longsword and shield for a greataxe)
2
Charm person
5
Protection
3
Comprehend languages
6
Two-Weapon Fighting (swap longsword for two short swords)
4
Detect magic
5
Disguise self
6
Identify
7
Mage armor
8
Magic missile
9
Shield
10
Silent image
11
Sleep
12
Thunderwave
Rogue Proficiencies Roll a d12 four times to determine your skills, rerolling any duplicate results. In addition, reroll any results that duplicate skills granted by your background. d12
Skills
1
Acrobatics
2
Athletics
3
Deception
4
Insight
5
Intimidation
6
Investigation
7
Perception
8
Performance
9
Persuasion
10
Sleight of Hand
11-12
Stealth
Spell
Race Finally, roll a d12 to determine your character’s race. The following table is weighted heavily toward humans, both to reflect typical D&D demographics and to push players toward the easiest option. d12
Skills
1
Hill dwarf
2
Mountain dwarf
3
High elf
4
Wood elf
9
Lightfoot halfling
6
Stout halfling
7 12
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