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Overview
Stats used in this wiki are intended to be used with d&d 5e and can for the most part be directly referenced in the official 5th Edition materials.
Exceptions and expansions are listed here.
Combat
Initiative Fixing
On their turn, anyone who so desires can lower their initiative score or pass on a given turn to add 20 to their score moving forward.
For example:
Aloysius, whose AC is like 100, rolls a 2 on initiative.
Bob, whose AC is not like 100 rolls a 10.
Bob would like to hide behind Al, shooting spells from behind his heavily armored ally. Bob may elect to reduce his initiative score to 2 and act immediately after Al for the remainder of the combat.
The same can be done if Al rolled 20 and Bob rolled a 2: Bob can drop from this round's 2 to next round's 20, and act after Al on that round and moving forward.
Loading
Source: PHB P. 147
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Spells
Lost Arcana
Occasionally an adventurer may find a spell scroll detailing a spell that is not in their source book (these will be marked Lost Arcana.) These scrolls will list their applicable classes.
Any character of a listed class may learn these spells in the manner they normally learn spells;
- A Wizard may copy the spell into their spellbook.
- An Artificer, Cleric, Druid, or Paladin in possession of Lost Arcana may add it to their list immediately.
- A Bard, Ranger, Sorcerer or Warlock in possession of Lost Arcana may drop a spell from their list and substitute this spell, or may add this spell while leveling up.
Conditions and Immunities
Poison, Poisoned, Resistant, Immune, Natural and Magical
Some abilities grant resistance or immunity to Poison (damage type) and/or Poisoned (Condition).
To simplify certain decisions: Anyone with resistance or immunity to either the damage type or the condition has resistance or immunity to both the damage type and the condition, whether the ability granting it says so or not.
Resistance to Poison applies to saves made vs adverse effects of drugs.
Natural immunity to Poison also grants protection to the intoxicating effects of most drugs. A creature with natural immunity to Poison may still make saves against poison or the adverse effects of drugs normally, but rather than suffering the ill effects on a failure, they become Drunk if they would normally become Poisoned, or experience a mild recreational version of the normal effect otherwise.
Magical immunity to poison does not interfere with recreational drug use, except that a creature with this immunity can dismiss the Drunk status or any status gained from substance use at will.
Items
Masterworks
Like older editions, a +1 non-magical item may be produced by non-magical means. Any capable craftsperson regardless of magic ability may produce a masterwork. Beating a mundane item's craft DC by 10 or more always produces a masterwork.
Masterwork armor has +1 AC over its standard counterpart, and masterwork weapons and tools have a +1 bonus to use. Neither is treated as magical.
Monster Parts
Monsters with magical properties sometimes retain some of those properties in death. Upon defeating a monster, one can make a nature check (DC10 + monster's CR) to harvest relevant parts and retain some of that monster's magical properties.
The DM will decide what an individual monster has to offer and how much.
Beating the check by 10 or more produces twice as many usable units of monster parts.
Master Crafting
Crafting magical items is expensive and requires skill and good materials. Creating an enchanted weapon from nothing is not generally easy to do; such a thing requires high-level magic and time.
A more practical solution is to provide a skilled craftsperson with high-quality ingredients and allow them the time to combine them. This gives you little control over what you'll get - the effects will be related to the materials - but the time and labor cost of a skilled blacksmith is much more affordable than an archmagus.
Creating an enchanted item from scratch requires the favor of a powerful wizard, artificer or expert and uses the following formula:
Item Quality | Mod | Time to create | Price to create |
---|---|---|---|
Common | +1 | 1 Week | (Base Price+50)*10 |
Uncommon | +2 | 3 Weeks | (Base Price+50)*50 |
Rare | +3 | 3 Months | (Base Price+50)*200 |
Very Rare | +4 | 1 Year | (Base Price+50)*1000 |
Legendary | +5 | 5 Years | (Base Price+50)*5000 |
For example, the Hateful Masher, a +1 mace with a minor enchantment, counts as a +2 weapon in total.
To create the Masher from nothing would cost 2750gp ((5gp + 50) * 50) and take 3 weeks.
The Hateful Antler, a +2 mace with a minor enchantment (for a total of a +3 item), would cost 11,000gp and take 3 months.
However, to create the Hateful Antler from parts was far more affordable (Antler of a Cursed Moose + The Hateful Masher + 3000gp), and reduced its construction time from 3 months to 3 weeks.
The prices of this kind of workmanship depend heavily on the quality of materials and the skills available, and will come down do DM discretion.
Feats and Features
Gunner
Source: Tasha's Cauldron of Everything
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You ignore the Loading property of firearms.
You gain proficiency with Tinkerer's Tools.
Sculpt Spells
Source: Players' Handbook
Beginning at 2nd Level, you can create pockets of relative safety within the Effects of your Evocation Spells.
When you cast an Evocation spell that affects other Creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. Until your next turn the chosen Creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Misc
Falling
Source:PHB
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
Adjustments
When falling into water at least 10ft deep from a total distance of 100ft or less, reduce the distance by 20ft before making the damage calculation.
Additionally, the maximum fall damage is raised from 20d6 (representing terminal velocity at 200ft) to 150d6 (representing terminal velocity more accurately at 1500ft).
Frame-of-Reference (Magic)
Some spells such as Banishment establish a “spot”; in this case “the target reappears (after one minute) in the space it left”. In cases where the “spot” might be considered to have moved, such as a creature having been banished from a moving vehicle, you may need to determine the caster's frame of reference in order to determine where that creatures space is when it returns.
The default frame of reference is the world. A smaller frame of reference is used when the caster and their target are contained within a vessel, or if not contained, are both aboard a vessel large enough that they may stand and walk without meaningfully destabilizing the vessel.
Will my target reappear next to me? | |
---|---|
Banished from a moving canoe? | No. Vessel is too small to serve as reference. Use world space. |
Banished from within a suitcase which we had both been stuffed into? | Yes. |
Banished from the deck of the same sailing ship? | Yes. |
Banished from the deck of another ship moving at the same speed as the ship I am on? | No. Two separate objects cannot form one reference space. Use world space. |
Reasonable Suggestions
Spells such as “Suggestion” call for judgement calls on what a creature considers “reasonable”.
You suggest a course of activity (…) and magically influence a creature you can see within range that can hear and understand you. (…) The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
When casting a spell such as this, the caster is assumed to know its limits. Therefore if a suggestion is proposed that simply wouldn't ever work such as “chop off your own head,” the DM should allow the player to make a different suggestion.
When deciding what might be “reasonable,” consider the following:
- Is it possible?
- Without the aid of magic, might this person take this action on their own?
- Would they take this action if their boss or best friend suggested it?
Suggested Suggestions for Suggestible Strangers | |
---|---|
Enemy Soldier | “Your uniform is out of regulation. Go home and change your boots.” |
Merchant | “I could buy any number of these in the next town over for half this price. Sell them to me for 25% off.” |
Tight-lipped Barkeep | “I'm just trying to find Barton the Stabber so I can return his coinpurse. Tell me where he went.” |
Training
Player characters who have access to downtime can train their core stats, up to a total of +4 training bonus.
You must be able to dedicate 2hrs a day, 5 days a week to this training, and it cannot be combined with other strenuous activity (although you can engage in other downtime activities, such as helping someone else's training.)
A friendly character who has at least one higher mod in the stat you are training can assist with training, if they are willing to dedicate the same time.
Players cannot train a stat over 16 this way.
Each time a core stat is increased through training, the next one takes twice as much time.
Bonus | Time (Assisted / Solo) |
---|---|
+1 | 4 Weeks / 8 Weeks |
+2 | 8 Weeks / 16 Weeks |
+3 | 16 Weeks / 32 Weeks |
+4 | 32 Weeks / 64 Weeks |
Additionally, players can train each others skills.
This cannot be done unassisted but otherwise uses the same rules as training a core stat, except the trainer must be proficient in the skill in question.
Players can learn languages and proficiencies the same way as skills with the following restrictions:
- One must have Light Armor in order to learn Medium Armor
- One must have Medium Armor in order to learn Heavy Armor
- One cannot learn an entire weapons class (such as Martial Weapons, Simple Weapons or Exotic Weapons), instead one can learn individual proficiencies.
Each core stat, skill, proficiency or language learned this way counts against your total potential training bonus of +4.