Compatibility
Compatibility
Level Up: Advanced 5th Edition (A5E) is designed to be backwards compatible with the original version of the game. You can use any of your existing (or future) original 5th Edition (O5E) adventures, monsters, spells, characters, and more in Level Up right out of the box. This book, Trials & Treasures, and the Monstrous Menagerie replace the O5E core book with revamped classes and expanded rules, the O5E Narrator’s book with new magic items and rewarding exploration rules, and the O5E monster book with more in-depth versions of the same creatures (plus variants and a whole lot more).
However, in some rare cases, you will find some terminology changes. For convenience, these have been listed below.
O5E Name |
A5E Name |
Aasimar |
|
Barbarian |
|
Drow |
|
Duergar |
|
Exhaustion |
|
Game Master |
Narrator |
Golem |
Guardian |
Half-orc, half-elf |
|
Madness |
|
Monk |
|
Oni |
|
Phylactery |
Soulvessel |
Paladin |
|
Race |
|
Tiefling |
Some spells have also been renamed. O5E spells which contain proper named individuals in the title no longer contain the proper name (sometimes substituting the word “arcane”). The spell name is the same otherwise. This includes the following spells:
acid arrow
,
arcane hand
,
arcane sword
,
Freelinking: Node title arcanist’s magic aura does not exist
,
black tentacles
,
faithful hound
,
floating disk
,
freezing sphere
,
hideous laughter
,
instant summons
,
irresistible dance
,
magnificent mansion
,
private sanctum
,
resilient sphere
,
secret chest
,
tiny hut
,
telepathic bond
.
Maneuver DC
Before using an O5E creature in an A5E game, the Narrator should calculate and jot down its Maneuver Defense (8 + proficiency bonus + Dexterity or Strength modifier).
Supply & Magic
In A5E, magic is limited in the amount of useful food and water it can create. Only the following spells in this book create Supply: create food and water , create or destroy water , heroes’ feast . Also, magnificent mansion can support a number of occupants for its duration. If a spell does not specify that it creates Supply, then any foodstuffs that it creates do not constitute Supply.
Additionally, Supply cannot be stored in extradimensional spaces.
If you are using O5E spells, or spells from additional sources, the Narrator will need to determine whether the spell creates Supply. Generally, a spell is able to create a maximum amount of Supply equal to its spell level up to 3rd-level spells, or up to twice its spell level for spells of 4th level or higher. Spells of 8th or 9th level can generally circumvent Supply requirements.
What Isn’t Compatible?
While characters in O5E and A5E can be used alongside each other, and are fully compatible as complete entities, their building blocks are slightly different in each game because A5E was designed from the ground up to provide a wide degree of flexibility and customization.
This means that A5E’s heritages, cultures, and backgrounds are not individually directly compatible with O5E’s races and backgrounds. However, your A5E character can be used in an O5E adventure and vice versa, and you can safely mix and match characters and NPCs from both games.
Basic Maneuvers
Basic Maneuvers
Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic maneuvers are presented below. The Narrator can use these to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects.
All creatures can use basic maneuvers, even if they do not have access to combat maneuvers. No exertion points are required to use a basic maneuver.
Basic Melee Damage
When you successfully use a basic maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier.
You cannot use a basic maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise.
Any creature with a Challenge Rating of 0 cannot deal basic melee damage.
Disarm
You can use the Disarm maneuver to attempt to knock an item or weapon from a creature’s hand. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be holding an item (either carried or wielded). The target makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target drops the item in its space. The target has advantage if it is larger than you or holding the item with two or more hands, or if the target is smaller than you it has disadvantage .
Grab On
While you cannot grapple a creature two or more size categories larger than you, you can grab onto it. By jumping onto its back or climbing up a limb, you can make a Strength or Dexterity saving throw against the creature’s maneuver DC to cling to or balance upon its body. On a success, you move into the creature’s space and can move upon its body as if it is difficult terrain .
While grabbing onto a larger creature, you gain advantage on attack rolls against it. The larger creature may be able to attack you as normal, depending on its limbs or attacks. It can also use an action to dislodge you, such as shaking you loose or bashing you against a wall, forcing you to make a Strength or Dexterity saving throw against its maneuver DC or fall prone into the nearest space adjacent to the creature, taking its basic melee damage in the process.
If the creature chooses to roll over in order to dislodge you, it becomes prone , but you have disadvantage on the check to hang on.
Grapple
You can use the Grapple maneuver to grab or wrestle a creature. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
You must have at least one free hand to attempt a grapple, your target must be within your reach, and the target must be no more than one size category larger than you. The target makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target becomes grappled. In addition to things that end the condition, you can release the target at any time (no action required).
Escaping a Grapple. While grappled, a creature can use its action to attempt to escape. It must succeed on a Strength or Dexterity saving throw against your maneuver DC.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you. When you do so, your Speed is halved, unless the creature’s weight is within your carrying capacity and you are not encumbered by bulky items.
Freeing a Grappled Creature. You can use the Grapple maneuver to try to free another grappled or restrained creature. The creature grappling or restraining the target makes a Strength saving throw against your maneuver DC. If it fails the saving throw, the grappled or restrained creature is freed. Additionally, you may move the freed creature 5-ft in any direction.
Knockdown
You can use the Knockdown maneuver to trip or push a creature down. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and knock the target prone .
Overrun
You can use an action or bonus action to make an Overrun maneuver to move through a hostile creature’s space by forcing your way past. Make a Strength saving throw against the target’s maneuver DC. On a success, you deal basic melee damage and can move through the hostile creature’s space once this turn. The creature can choose to just let you pass instead of rolling. You have advantage if you are larger than the target, or disadvantage if you are smaller. If you are two or more sizes smaller than the target, you can move through the hostile creature’s space without making a save. You still provoke opportunity attacks if you move beyond a creature’s reach.
Shove
You can use the Shove maneuver to push a creature away. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and push the target a number of feet away from you equal to 5 + 5 for every 5 points it failed its saving throw by. You can move the creature in any direction away from you (to the side, forward, or diagonally away).
A creature that is shoved off of a precipice is propelled off of whatever it is standing on—it does not receive any saving throw or ability check to grab onto something to avoid falling down below.
Ability Check Criticals
Ability Check Criticals
When you roll a natural 20 and succeed on an ability check, or when you roll a natural 1 and fail on an ability check, if you’re using a skill roll 1d6 to determine what special effect occurs. Because of the benefits of ability check criticals, some players may try a variety of easy ability checks to get a critical effect. The Narrator is always the arbiter of these critical effects and can rule that if an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s have no special effect.
Tool Kits. Whether or not a tool kit is appropriate for an Ability Check Critical and for which type it qualifies is at the Narrator’s discretion.
Arcane
Arcane criticals only occur when an active magical effect is involved. This might be the response to a counterspell or dispel magic , the curious activation of a specific magic item, or interaction with a ritual or permanent enchantment.
When an arcane critical success or critical failure would not apply to the effect that activated it, reroll.
Critical Success
- Arcane Surge. You gain temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
- Comfort in the Arcane. You may take 10 on Arcana checks for the next 24 hours, even if it is not normally allowed.
- Expanded Use. If the magic item or effect targets a set number of targets, you may add one additional target within range. When this does not apply, reroll.
- Free Use. If activating a scroll or item with charges (such as a wand), you do not use the scroll or any charges. When this does not apply, reroll.
- Lucky Magic. You gain an expertise die on Arcana checks for the next 24 hours.
- Metamagic Use. Choose one minor metamagic from those found in the sorcerer class and apply it to the spell. When this does not apply, reroll.
Critical Failure
- Arcane Feedback. You take 1 point of damage per spell level. When this does not apply, reroll.
- Break Device. The activated item gains the broken condition or, in the case of a scroll it is destroyed entirely. When this does not apply, reroll.
- Delayed Activation. At some point within the next 1d12 hours, the magic device randomly activates. The target is chosen by the Narrator. When this does not apply, reroll.
- Misaligned Aiming. The device activates, but the target of the item’s effect or spell changes to a target of the Narrator’s choosing. When this does not apply, reroll.
- Unlucky Magic. You are rattled for the next 2d4 hours.
- Wasteful Usage. If activating an item with charges (such as a wand), you use 5 charges (even if the device does not activate). When this does not apply, reroll.
Facts and Discoveries
Includes skills such as Arcana, Culture, Engineering, History, Investigation, Nature, Perception, Religion, and Survival.
Critical Success
- Doctorate. This subject is one of your areas of study and some of it is coming back to you. For the next 24 hours, you gain an expertise die on ability checks using this skill so long as the check is for similar subjects.
- Forgotten Language. Choose the language most closely associated with the target (if none or if you already know the language, roll again). If this is your first time getting a critical success with that language, you remember that you studied it long ago. Write down the language. The next time you roll this result, you permanently learn the language.
- Moment of Revelation. You gain the benefits of a single augury spell (although no magic is involved).
- Related Expertise. For the next hour, you may add half your proficiency bonus (rounded down) to any Intelligence or Wisdom check that doesn’t already include your proficiency bonus.
- Relevant Tidbit. You recall some important bit of information relevant to the target.
- View Auras. For 1 minute, you gain the benefits of detect magic against targets related to your check.
Critical Failure
- Aggressive Handling. If you are examining something, you either break it or worsen a creature’s attitude towards you (as Gossip). When this does not apply, reroll.
- Arcane Fatigue. You lose one of your highest level spell slots. When this does not apply, reroll.
- Boring Topic. You find this topic incredibly boring. For the next 24 hours, you take a –2 penalty on checks against similar targets.
- Earworm. You are trying to concentrate but all you can remember is an advertising jingle. For the next hour, you cannot gain expertise dice on Intelligence and Wisdom checks.
- Frightening Revelation. You become frightened for 1d4+1 rounds. There is no direct source of your fear.
- Misinformation. You are positive of the veracity of some false bit of information.
Medicine
Critical Success
- Buffer. The target gains a number of temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
- Comprehensive Checkup. The target heals 1 level of fatigue or strife (reroll if neither applies).
- Expertise. You may take 10 on Medicine checks for the next 24 hours, even if it is not normally allowed.
- Repeat the Procedure. You may treat your next Medicine check as a natural 20 so long as it is made before you complete a long rest . This does not result in a critical success.
- Spur Natural Healing. The target’s natural healing improves dramatically. For the next 24 hours, double the hit points the target regains from spending Hit Dice during a short rest .
- Superb Healing. The target regains additional hit points equal to your proficiency bonus.
Critical Failure
- Amputate Toe. You accidentally amputate the patient’s little toe (or similar non-vital extremity). Now, how did you do that?
- Disgusting Procedure. You and the target are poisoned for 1 minute.
- Harm. The target takes 1d4 bludgeoning, piercing, or slashing damage.
- Infect Wound. The target must make a DC 12 Constitution saving throw or becomes infected with sewer plague (see Diseases in Chapter 12: Gamemastery).
- Open Wound. The target takes 1 ongoing damage for 1 minute. Each turn the target can use its bonus action to make a Constitution saving throw (DC 20 – 1 per previous save) to stop the bleeding. Any amount of magical healing also stops the bleeding.
- Organ Damage. The target suffers one level of fatigue.
Physical Skills
Includes skills such as Acrobatics, Athletics, Sleight of Hand, and Stealth.
Critical Success
- Cool Confidence. You may take 10 on these skill checks for the next 24 hours, even if it is not normally allowed.
- Impressive Success. You impress others with your physical feat. For the next hour, you gain an expertise die on Intimidation and Persuasion checks against targets who saw your success.
- Lead the Way. Your allies who attempt a similar check in the next 5 minutes gain an expertise die .
- Like Wearing Nothing at All. For the next hour, you ignore any disadvantage to Stealth checks gained from wearing armor.
- Satisfying Exhaustion. You’ll sleep well tonight. For the next 24 hours, double the hit points you regain from spending Hit Dice during a short rest .
- Speedy. You can immediately use your reaction to move half your Speed.
Critical Failure
- Fumble. An item held in your hands (Narrator’s choice) gains the broken condition.
- Jam. You jam your fingers or toes, and for the next 10 minutes your melee attack bonus or AC are reduced by –1 (Narrator’s choice).
- Loosened Latch. Something you are wearing inexplicably gains the broken condition (Narrator’s choice).
- Off Balance. You fall prone .
- Pull a Ligament. Your Speed is reduced by 5 feet for the next hour.
- Pushed Too Hard. You suffer 2 levels of fatigue . After 1 round one of these levels of fatigue is removed, and the other is gone after 1 hour.
Social Skills
Includes skills such as Animal Handling, Deception, Insight, Intimidation, Performance, and Persuasion.
Special: When using a disguise kit, the effect of the natural 20 or natural 1 is “stored” until a particularly opportune or inopportune time.
Critical Success
- Clever Banter. Improve the target’s attitude toward you—someone that was put off might become apathetic, and an apathetic person might become friendly.
- Friendly Crowd. The target calls over some friends that are friendly to you and interested in what you are doing.
- Gift. The target wants to give you some small gift outside the scope of this conversation.
- Good Reputation. After this conversation, the attitudes of the target’s closest allies improve towards you (as Clever Banter).
- Loose Lips. The target accidentally reveals a useful piece of information.
- Love Interest. The target may become romantically interested with you.
Critical Failure
- Accidental Reveal. You accidentally reveal a piece of information best kept hidden.
- Escalating Tension. The target calls over some friends that are not fans of you and your cause.
- False Negative. You believe something truthful that the target says to be a lie.
- Gossip. After this conversation, the attitudes of the target’s close allies worsen towards you. Someone who was apathetic might be put off, and someone put off might become borderline hostile.
- Suspicious. The target believes something truthful to be a lie.
- Unfriendly Banter. Worsen the target’s attitude toward you by one step (as Gossip).
Using Each Ability
Using Each Ability
Strength
Strength measures the power of the physical body and the extent to which you can use your body to exert physical force.
Strength Checks
Strength is used for any attempt to lift, push, pull, or break something, to force yourself through tight spaces, to jump, climb, or swim beyond your usual physical limits, and to otherwise apply brute force to a situation:
- Forcing a stuck or locked door.
- Bursting out of bonds.
- Tearing a thick book in half.
- Squeezing into a tunnel that is too small.
- Hanging onto a moving wagon while being dragged along.
- Tipping over a statue.
- Holding up a collapsing mine shaft.
- Stopping a rolling boulder.
Attack Rolls and Damage
Strength is one of the default abilities when making melee attacks in hand-to-hand combat. When you make an attack roll using a weapon such as a mace, a battleaxe, or a javelin, you add your Strength modifier to the attack roll and the damage roll. Some weapons, such as the javelin, can also be thrown to make a ranged attack using Strength.
Lifting and Carrying
Your Strength score determines how much weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) you can carry as you go about day-to-day business. If you exceed your carrying capacity, you are encumbered (see Appendix: Conditions).
Bulky Items. You can carry a number of bulky items equal to 1 + your Strength modifier (minimum 1). If you exceed this number, you are encumbered.
Supplies. You can carry a number of Supplies equal to your Strength score in addition to the rest of your gear.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity you are encumbered.
Size and Strength. Tiny creatures can’t carry much, while Larger creatures can carry more. A Tiny creature’s carrying capacity is halved and it can’t carry bulky objects. For each size category above Medium, Larger creatures double their carrying capacity, the number of bulky items they can carry, and the amount they can push, drag, or lift. A creature can only be considered a maximum of one size larger or smaller when determining how much Supply and weight it can carry.
Dexterity
Dexterity measures your physical grace, balance, agility, and reflexes.
Dexterity Checks
Dexterity is used for any attempt to move nimbly, quickly, or quietly, to keep from falling on tricky footing, or to perform physical tasks focused on deft-fingered movements rather than force:
- Sneaking behind a distracted guard.
- Staying on your feet on slick ice.
- Concealing a playing card up your sleeve.
- Steering a chariot around a tight turn.
- Tinkering with a mechanical device.
- Securely tying a prisoner.
- Wriggling free of bonds.
- Crafting a Tiny detailed object.
Attack Rolls and Damage
Dexterity is the default ability when making some melee attacks and most ranged weapon attacks. When you make an attack roll using a ranged weapon like a crossbow, longbow, or sling, you add your Dexterity modifier to the attack roll and the damage roll. When using a melee weapon with the finesse property (such as a rapier or whip), you can choose to use your Dexterity modifier instead of your Strength modifier.
Armor Class
The armor you wear determines whether you add any, some, or all of your Dexterity modifier to your Armor Class (see Chapter 4: Equipment).
Constitution
Constitution measures your physical health, stamina, and vitality.
Constitution Checks
Constitution checks are uncommon because the endurance this ability represents is largely passive rather than involving a specific effort. Constitution is used for any attempt to physically push beyond normal limits over a period of time:
- Remaining perfectly still for over an hour.
- Holding your breath.
- Marching without rest for many hours.
- Staying awake for several days.
- Enduring thirst and starvation.
- Winning a pie eating competition.
Hit Points
Your Constitution modifier contributes to your hit points. Whenever you roll Hit Dice to determine the increase to your hit point maximum when gaining a level or to recover hit points during a short rest, you add your Constitution modifier to each dice roll.
If your Constitution modifier changes, your hit point maximum also changes as if you always had the new modifier. For example, a 10th level berserker with a Constitution of 17 equips a belt of dwarvenkind , increasing their Constitution score by 2 (to 19), and likewise their Constitution modifier by +1 (from +3 to +4). The berserker's hit point point maximum increases by 10 hit points (1 per character level) as though their Constitution modifier was always the new value. When they increase to 11th level, they roll a d12 Hit Die adding the +4 Constitution modifier, to determine their new hit point maximum. Should they remove the belt of dwarvenkind afterward, their hit point maximum decreases by 11 hit points (1 per character level) because their Constitution modifier decreases by 1 (from +4 back to +3).
Intelligence
Intelligence measures mental swiftness and acuity, accuracy of recall, past education and learning, and the ability to reason.
Intelligence Checks
Intelligence is frequently used to recall details of the shared adventure world, representing memory and education—knowledge obvious to a character even if unknown or forgotten by their player. It is also used when you need to draw on logic or deductive reasoning:
- Recalling lore.
- Estimating the value of a precious item.
- Describing an object from memory.
- Forging a document.
- Winning a game of wits.
- Deducing the link between clues and a killer.
- Outsmarting a charlatan.
- Using a little information to appear to be an expert.
Bonus Knowledge
Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.
As long as your Intelligence modifier is above 0, it contributes to the things you know. At character creation, you can choose one of the following benefits for each point of your Intelligence modifier above 0:
- An extra language known.
- A tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.
- A skill specialty in one of the following skills: Arcana, Culture, Engineering, History, Nature, Religion.
If your Intelligence modifier changes, it affects your bonus knowledge. When your Intelligence modifier increases, you can choose an additional skill specialty in the skills listed above as if you always had the new modifier. If your Intelligence modifier decreases you must remove the last benefit from your bonus knowledge. If your Intelligence modifier drops below 0, you don’t lose more knowledge than you gained from bonus knowledge.
If you lose bonus knowledge due to a decrease in Intelligence, at the Narrator’s discretion you might choose a new bonus knowledge the next time your Intelligence modifier increases (instead of regaining the lost bonus knowledge).
Spellcasting Ability
Wizards and some warlocks use Intelligence as their spellcasting ability to determine their spell attack bonus and the saving throw DCs of the spells they cast. Intelligence also determines the number of spells a wizard can prepare each day.
Wisdom
Wisdom measures your attunement to the world around you: your intuition, mental endurance, and perceptiveness.
Wisdom Checks
Wisdom is frequently used to notice details of the shared adventure world immediately around you, representing what you perceive in the moment—the present world obvious to your character as described by the Narrator. It is also used to understand feelings and emotions, read body language, offer appropriate care to others, and discern cryptic omens on an intuitive rather than logical level:
- Calming a frightened animal.
- Noticing a lie from the liar’s mannerisms.
- Predicting an opponent’s next move.
- Providing care for a sick companion.
- Detecting an unusual odor or sound in the air.
- Spotting an enemy waiting in ambush.
- Tracking wild game through thick undergrowth.
- Interpreting a gut-feeling about an upcoming course of action.
Spellcasting Ability
Clerics, druids, and some warlocks use Wisdom as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Wisdom also determines the number of spells a cleric or druid can prepare each day.
Charisma
Charisma measures your ability to effectively interact with others, including your confidence and eloquence, as well as the power of your personality (be it charming, commanding, or forceful).
Charisma Checks
Charisma is used in social situations to determine first impressions, to fit in or stand out, and to influence others:
- Deceiving a monster of your true intentions.
- Threatening a guard to allow you to pass.
- Engaging in a dramatic performance to inspire a crowd.
- Convincing a frightened child you mean them no harm.
- Haggling with a shopkeeper for a better price.
- Blending into a crowd to overhear rumors.
Spellcasting Ability
Bards, heralds, sorcerers, and some warlocks use Charisma as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Charisma also determines the number of spells a herald can prepare each day.
Ability Checks
Ability Checks
An ability check tests a character’s or monster’s training and talent to overcome a challenge. The Narrator calls for an ability check when a creature attempts any action (other than an attack) that has a chance of failure. When an outcome is uncertain, it is determined by a roll of the dice.
For every ability check, the Narrator decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class or DC. The more difficult the task, the higher its DC.
To make an ability check, roll a d20 and add the relevant ability modifier. Apply any other bonuses and penalties, and then compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the challenge is overcome! Otherwise, it’s a failure.
A failed ability check means a creature either makes no progress toward its objective or makes progress but with a setback determined by the Narrator.
Task Difficulty | DC |
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
USING SKILLS
When a character attempts an ability check, the Narrator may decide that a specific skill is relevant to the check. If a character is proficient in that skill, they may add their proficiency bonus to their ability check. For instance, if a character is attempting to fool a palace guard, the Narrator might call for a Charisma check using the Deception skill. For this ability check, a character proficient in the Deception skill may add their proficiency bonus to their ability check. A character not proficient in Deception simply makes a Charisma check.
Any skill can be used with any ability check, although some pairings are more common than others. For instance, the Deception skill is commonly used with Charisma ability checks, although a character who is attempting to encode a written message might instead make an Intelligence check using the Deception skill.
Sometimes the Narrator will ask for an ability check using a certain skill: for instance, “Make a Charisma (Deception) check.” Other times, a Narrator may ask for an ability check, and a player might ask whether one of their skills applies to the check. The Narrator is the sole arbiter of which skill, if any, applies to an ability check.
Skill Checks
The rules sometimes refer to a check with a skill but no ability specified—for example, “Your character has advantage on Deception checks.” This refers to all ability checks using the Deception skill regardless of which ability score is used.
Passive Checks
A passive check is a special kind of ability check that doesn’t involve any die rolls, instead representing any of the following circumstances:
- The average result for a task done repeatedly or continuously, such as taking in the details of a room on first sight.
- When a character is under no pressure and can take as long as they need, such as opening a locked chest in a safe location during downtime.
- To determine a character’s knowledge or awareness (possibly in secret) without rolling dice, such as recalling a local culture’s legend or noticing an ambush.
To determine a character’s total for a passive check, add 10 + all the modifiers that normally apply to the check.
If the character has advantage on the check, add 5, and if they have an expertise die add 3. If the character has disadvantage , subtract 5.
The most common use of a passive check is a passive Wisdom (Perception) check. When a character first experiences a new scene or location, the Narrator describes what they sense based on their perceptiveness. A highly perceptive character might automatically detect dangers a less perceptive character wouldn’t notice, such as hidden opponents or traps.
Contests
Sometimes one creature’s efforts are directly opposed by another’s. This happens when two or more creatures are attempting the same thing but only one can succeed (trying to snatch a fallen magic ring from the floor) or when a creature’s actions are trying to prevent another from accomplishing a goal (such as when an adventurer is holding shut a trapdoor while a monster is trying to force it open). In these situations the outcome is determined by contested ability checks—a contest.
Participants in the contest make ability checks appropriate to their efforts and use an ability score chosen by the Narrator. They apply bonuses and penalties, but instead of comparing the total to a DC they compare the totals of their checks. The participant with the higher check wins the contest, either succeeding at their action, or preventing the other from succeeding.
If the contest has a tied result the situation remains the same as it was before the contest—neither creature grabs the ring and the adventurer keeps the door closed.
An initiative check is a type of contested ability check to determine the order of action during an encounter.
Critical Success and Failures
When a creature rolls an ability check and gets a natural 20 or a natural 1 on the dice, it has a critical success or critical failure and there is an additional effect to the outcome of the action. Refer to Table: Ability Check Criticals at the end of this chapter to determine the additional effect.
Advantage, Disadvantage, and Expertise
When the Narrator asks for an ability check, it might be modified by circumstances, spells, features, or traits that grant advantage (roll twice and use the higher result), disadvantage (roll twice and use the lower result), or expertise dice .
Working Together
Sometimes two or more characters work together to attempt a task. The character leading the effort can make an ability check with advantage , reflecting the help provided by other characters. In combat, this requires the Help action.
A character can’t attempt to help with a task that they couldn’t attempt alone. For example, trying to research a series of Draconic texts for a clue to a lost treasure is only possible if you can read the language. A character unable to read Draconic isn’t able to help with the research. Likewise, a character can help only when two or more individuals working together would actually be productive. Some tasks (such as picking a lock) are no easier with help.
Group Checks
When all individuals in a scene are attempting the same thing as a group, such as climbing a cliff or sneaking up on an enemy camp, the Narrator calls for a Group Check .
Proficiency Bonus
Every creature has a proficiency bonus determined by its level (for PCs) or its challenge rating (for monsters and most NPCs). The bonus is used for ability checks, saving throws, and attack rolls when a creature has a relevant proficiency.
When applicable, you add your proficiency bonus to a d20 roll. If two different rules say you can add your proficiency bonus to a roll, you still only add the bonus once.
Some rules might modify your proficiency bonus before it is applied to a roll; for example, a bard’s Jack-of-All-Trades feature halves the proficiency bonus before it is applied to ability checks where the bard wouldn’t usually add the proficiency bonus at all. If multiple rules modify the proficiency bonus in the same way, you still only modify it that way once.
Saving Throws
A saving throw (sometimes called a save) represents an attempt to resist an effect being forced upon your character such as a spell, a trap, a poison, a disease, or similar threat. You don’t normally decide to make a saving throw; you make one because you’re at risk of harm. Although you typically will not want to, you can always choose to fail a saving throw.
Gods, Faiths, and Beliefs
Gods, Faiths, and Beliefs
Religion is an indispensable facet of most fantasy worlds, taking imagination into the inner depths of the soul and out into the vast reaches of the multiverse. Like culture and heritage, personal beliefs are a critical part of a character’s identity, and the religious landscape in which they find themselves is often riddled with the seeds of adventure. People’s fundamental beliefs, hopes, and fears often drive them to the dire straits which are the stuff of legend.
Using the modest toolbox in this section, Narrators can reinforce the themes of their campaign and build numinous encounters which allow the characters (and their players) to reflect on their innermost heart. This section is not a definitive study on how religion works in any campaign setting—it is a humble starting point in exploring the same questions which challenge even the greatest storytellers.
Religion Types
All religions, both in real-life and fantasy, are extraordinarily complex. No religion is as simple as a list of gods in a pantheon and their respective departments. Even so, Narrators need not be scholars and a list of gods and ideologies is a fair start at creating a religiously rich and diverse setting.
Consider the various types of traditions. Some religions very clearly represent a single type—such as the religion of most druids, which is nature worship. Other religions are more complex and may be a hybrid of many types. Norse mythology, for example, might be thought of as a combination of nature worship, folk hero worship, and a cosmic warfare religion. Although that is a simplification, the point is that even briefly reflecting on a religion’s type can add profound depth to a setting's religious landscape.
It is also important to consider how the religion is organized. Is it a loose collection of spiritual beliefs held by a cultural or ethnic group? Is it a powerful movement with a centralized (or decentralized) authority base? Or does this belief system shun ideas like oversight and dogma, preferring congregations or individuals to make their own choices? These facets will likely be tied to how the faith uniquely lives out its type.
Ascended Hero Worship and Religions
People pass down tales of unbelievable and miraculous historical events through generations. These stories speak of folks of humble origin saving a family from drowning via astral projection, remaining loyal in the face of execution, or using one brilliant strategy after another to help the rebellion succeed. In time these legendary figures become revered not only in literature or art, but also in faiths, spirituality, and religions.
Explanations for how folk heroes come to possess divine power can vary. Some say that they became a candidate in life (or possibly death), which is then confirmed by succeeding a series of challenges put before them. Another might say the supernatural powers they accumulated help them surpass their mortal limits. Lastly there is the theory that the collective belief of others in the individual leads to the god’s enlightenment or ascendancy. Some gods take their station long before the call of death, effectively becoming immortal, while others only take their stations after their passing from the corporeal realm.
Unlike those of pure divine or spiritual origin, a once-mortal deity has experienced the trials, tribulations, and vices of the mortal world. This can impact their view of mortal affairs and how they intervene when called upon to aid one, if they decide to do so at all. Some gods become so involved that they manifest via incarnation, or even reincarnation. Others, meanwhile, prefer to distance themselves from the complicated and intricate politics of people and relations.
When creating religions that are centered on the worship of folk heroes, in addition to brainstorming how they are worshiped and by whom, ask the following questions: what is this deity’s life story? What did they become known for? How did they subsequently become a deity? What led to people worshiping them? Was it miracles, visionary prophecies, or were they already on the divine pedestal in life? How did becoming a god affect who they are, how they act, and what they think?
Ascended Pantheon Examples
Centuries ago the Righteous Five went head to head against an evil lich overlord looking to conquer the world, sacrificing their lives to save all from the undead scourge. Each of the five is associated with a day of the week, with the sixth day associated with the final battle against their enemy, and the seventh and last day associated with the day they were laid to rest. Below are two of the gods described in detail:
Josfen the Harbinger, iconically represented as a human rogue, is the first of the five. As the sole survivor of an undead outbreak in the frontier lands, Josfen spent much of his life dedicated to seeking out rumors of the undead in order to eradicate them before they rise in unmanageable numbers. It is through his vigilance that signs of an undead legion were discovered. In modern times, common folk worship Josfen to ask for premonitions of an action they plan to take, or for him to grant them vigilance towards possible danger, while his temples continue the mission of rooting out undead wherever they rise.
Serafina the Silver-Tongued is one of the better documented gods out of the five, for she was a member of a major elven noble family in life. She is linked with the third day of the week. As the eldest child of a well-known diplomat, Serafina served as an emissary herself for a time before becoming a royal consort, then ascending to the throne as Queen Adeline III. Serafina is credited by many nations for settling the historical grudges of many nations to unite each under a single banner against the undead army. As a goddess she is associated with the art of speechcraft, rising in status and power, and the achievement of peace between groups. Many of her temples are built by aristocrats hoping such tributes will allow them to continue to prosper—these sacred places are often used to settle disputes with her clergy being trained in handling various legal or personal settlements.
Example Folk Heroes
- Margthran the Scholar: Dwarves, Invention, Knowledge, Magic, Research | Good
- Gurerdin the Goldcount: Accountability, Commerce, Currency, Numbers, Orcs | Good
- Sharlthiss the Redeemed: Death, Dragonborn, Morality, Redemption, Undead | Lawful
Nature Worship
People’s views of the wilderness have always been shaped by how much control they feel they have over it. If it cannot be dictated by will, it is doubted. If it cannot be predicted, it is regarded with vigilance. If it threatens the stability of society and life, it is revered—sometimes out of respect, sometimes out of fear.
In time this leads to the worship of nature itself, which can gradually change and end up expressing fundamentally similar ideas that look very different from one another. For example, while one culture might worship nature via a god that is an anthropomorphized sky, another may worship the sky as an entity by itself. Both groups of worshipers may pray out of the same desire, such as mild and pleasant weather and plentiful harvests.
If nature worship makes an appearance in the campaign setting, consider the following questions: is nature worshiped as a single entity or as several entities? Does nature answer the call of its believers? If it does, how strong of a response is it and how does that manifest?
Nature Worship Example
The hardy Stoneworthy live in a region of the world where metal is scarce and believe that nature is a singular powerful entity named Ratuk, a being who bends all of reality. Each life and matter in existence (even those others call gods) is a part of Ratuk that has been discarded in its pursuit for perfection. Though death may temporarily unify a soul with Ratuk, if one has not undergone sufficient trials to perfect themselves, they will be discarded and born anew.
Perfection under Ratuk is defined as remaining clear-headed and in control of one’s thoughts, attitudes, and actions while experiencing intense emotions associated with the desire to survive. This can be the fear felt when starving while traveling through barren lands, or anger at getting injured while hunting a dangerous predator. That said many are all too aware of the perilous nature of such situations, and it is considered unwise to intentionally seek out such opportunities. Most believe that such chances can only be granted by the reality-warping Ratuk itself. To encounter hardships is seen as having Ratuk’s expectations placed upon one’s shoulders.
Those who have survived multiple such encounters become widely known as Wildspeakers. Often heavily wounded and permanently injured by their experiences, they are seen as those ready to rejoin the great Ratuk, though they have been tasked with remaining mortal to act as a way to communicate with the people. In many communities Wildspeakers are respected healers or diviners that interpret various weather events or anomalies as omens.
Cosmic Warfare Religions
These faiths believe in or are involved with a millennia-long spiritual struggle for control of the multiverse, worshiping one (or many) of the various interplanar entities and factions vying for domination. Amid this grand battle the mortal realms are often considered relatively safe zones—but in truth the Material Plane is the site of many spiritual proxy-battles. Nobody knows when a world might draw the attention of intergalactic forces better left forgotten.
The cosmological horror of cosmic war positions religion as a natural psychological defense. Even if time begins and ends with the gods at war, that is no reason to live with the fact in the center of one’s spiritual life. The psychological benefit of these faiths is that the faithful can devote their life to a god and that god’s laws, and in doing so live with a sense of security and integrity.
As for the gods, seemingly beneficent entities reveal themselves to mortals and provide for them—they may or may not ask for worship and undying loyalty in return. Some seekers of knowledge and power petition entities who never pretended to have the Material Plane’s best interest at heart. Other beings who have nothing to do with the cosmic war may misrepresent themselves to mortals with canny deceptions or seductive lies. And some deities keep cosmic war a secret from their followers, suppressing any revelations of their activities.
When thinking about a fantasy religion that might be this type, consider whether or not the religion’s main appeal is that supernatural forces are here to protect mortals and their world from other supernatural forces. If they are, what is this tradition’s history regarding cosmic war? Is the Material Plane born from the blood and bones of slain gods, or is it a precious speck of dust that deities deign to protect? What are the forces of destruction—fiends, elementals, undead, or something else? Are they banished, sealed, or barely kept at bay? How do all these things fit into the religion's moral norms? What is the reward for loyalty and obedience?
No matter the specifics of your campaign’s cosmology, consider how that aspect affects the religious life of everyday people. How do the stories of the origin, fate, and meaning of the multiverse play out in daily life?
Philosophies
Some religions did not begin as beliefs but rather as philosophies meant to dictate how one should view life and existence, and the appropriate behaviors that should reflect such views. These philosophies may arise to explain or criticize various societal issues, and serve to point out solutions to solve or prevent such problems. The rules dictated by these philosophies can encompass various aspects of life, from laws by which a sovereign should govern to simple acts of compassion and charity.
In addition, philosophies often provide an explanation of the cosmology and existential purpose of the world to go in tandem with their rules. From explaining how souls can reincarnate or what purpose the world was created for, each philosophy defines how the world works and uses such definitions to dictate whether certain acts or ideas should be perceived as good or evil, natural or aberrant, proper or inappropriate.
Much like other belief systems, philosophies can become ritualized and ingrained into a culture. Over time it may look like any other religion in all but origin. Such processes often take centuries, if not longer, and often involve various societies interpreting the philosophy for their own benefit. For example, it’s not unusual for philosophies to be co-opted by rulers if it means that they will have better control over the populace.
When creating a philosophy which might appear in the world, consider the following: who is or are the primary philosophers, and what influenced them to form this school of thought? What effect did they want it to have on society? What is the philosophy’s central idea? What values does the philosophy hold as greatly important or good? What behaviors and thoughts are discouraged or criticized? How is a person judged in such a philosophy?
Philosophy Example
The Measure of the Oath originally began as a declaration of ethics meant for swearing in knights of a kingdom. Drew Markin wrote it during a time when the crown was rapidly switching hands every handful of years, realizing that with each new sovereign upon the throne, new knights would be inducted as favors. The lack of vetting process caused many abuses of power as the noble rank became bloated. His old lordship thus wrote the first of many documents, hoping these would serve as a standard that all knights would be held to. While he did not live to see it, an expanded and amended Measure of the Oath was formally adopted after a bloody civil war and did in fact serve to reign in the knights.
Despite royalty and nobility being a thing of the past in the republic that replaced said kingdom, the Measure of the Oath remains an important aspect of daily life. Many national religious holidays are annual rituals where one renews their oaths to society, themselves, and each other. Elected officials are sworn in with a declaration that is remarkably similar to the historical version of the Measure of the Oath. The most common method of farewell is saying, “maybe,” in reply to the question, “shall we meet again?”
A common phenomenon observed in societies that practice the Measure of the Oath is in how casually people might promise something to a stranger, yet the same shall never be given, demanded, or expected from those held close. Apparently this behavior arose as the result of the Measure seeing the breaking of promises as abhorrent and despicable—thus the closer two people are the greater the expectation there is upon the oath. Many avoid the uncomfortable position of disrespecting one another by breaking an oath due to something they have no control over. Incidentally, the most obvious impact this has can be observed in how the republic does not practice or celebrate marriage, nor record or keep track of such relations in the sense that many other cultures do. If anything, there seems to be a distinct lack of it.
Atheism and Secularism
In some cultures the removal or divorce of faith and beliefs from daily life can be the most prevalent of societal norms. Sometimes this is actively achieved with the purging of religious materials, or the passive result of traditions that have fallen into the past. With the former there is often a reason behind such movements, ranging from a desire to remove past dogma that stifled the people to persecution in the name of control or politics. The reasons behind passive loss, however, can be much more elusive to pinpoint. Some say that high population density leading to the homogenization of cultures may be the cause, while others think that social stability means people have less of a need for faith, particularly those that placed trust into the supernatural and unknowing.
When creating an atheist culture, consider why this is the norm. Did the society start out atheist and remained so, or was there a prevalent religion before? What historical events might have led to the desire for lack of beliefs? What do people place faith in then with regards to hopes, wishes, and desires?
Humanism and Humanistic Faith
Humanism is the central concern with and for human beings (and other humanoids), but it isn’t so much a standalone philosophy as it is a sentiment found within a wide variety of religious and philosophical movements. In a word, humanism centers the wellbeing, autonomy, rationality, and moral judgment of humans (as well as dwarves, elves, and other heritages) over and against radical dependency on the gods.
Some humanists simply don't define their religious life in terms of the gods—others actively view the gods with suspicion. What makes the gods the absolute arbiters of right and wrong? Isn’t worshiping gods to get something a practice of selfishness? Humanists interpret divine magic as the manifestation of a person’s clarity of heart, rather than direct intervention by a deity. A humanist might well grant that the gods exist, but whereas the pious will ask the gods, “what is your law?,” the humanists will ask, “how can we become a law unto ourselves?”
Some folk strike a curious balance between devotion to a patron god and a central concern for humanity. They might say the gods are pleased when humanity practices their independence. On the other hand, a person might take no interest in deities, but that does not make them a humanist. Devotion to law, commerce, and knowledge all lose their humanist bent when policy, profit, or information are elevated above human dignity.
The humanist tendency can take a culture by storm, and it can appear spontaneously even in stiflingly reverential environments. When creating a humanist culture, ask if humanist (or dwarvist, or elvist, and so on) is the term that they use for the ideology, or if the term is related to something more tangible—like art or science? How do pious factions respond to humanist sentiment? Do they see it as a legitimate interpretation of faith, or as a heresy? Are the secular and atheist factions humanist?
Sample Gods and Pantheons
Every campaign varies in terms of what deities take center stage. To help accommodate this the following tables gloss the gods and religions referenced in this book, plus a sample pantheon for building and expanding upon.
Each god or belief system has suggested aspects presented for convenience, but they are easily expanded or modified. Domains are a brief overview of the gods' theological symbols and areas of influence, but the specifics vary between believers, communities, and settings. Alignment represents a common moral disposition among that religion's believers, but not all worshipers fit that mold—and who can say what thoughts a god privately entertains.
The sample gods are usable as presented, but they also work well combined. For example, the Dawnbringer and the Hunter strongly resemble Apollo and Artemis from Greek mythology. On the other hand, the god Thor from Norse mythology might be some combination of the Ravager, the Tempest, and others.
God or Belief |
Domains |
Alignment |
Algol |
Darkness, Destruction, Fear, Madness, Multiplicity, Secrets, Stars |
Chaotic Evil |
Forge God |
Building, Crafting, Creation, Earth, Fire |
Lawful |
Lutiya |
Calamity, Domination, Dragons, Law, Protection, Wisdom |
Lawful Good |
Measure of the Oath |
Accountability, Ethics, Honesty, Justice |
Lawful |
Moon God |
Courage, Darkness, Knowledge, Light, Stealth, Transformation |
— |
Orcus |
Death, Hatred, Murder, Punishment, Undead |
Evil |
Queen Mab |
Dreams, Elves, Faeries, Magic, Romance, Trickery |
Chaotic |
Ratuk |
Mental Clarity, Nature, Perfection, Strength, Survival |
— |
The Shaper |
Community, Friendship, Hospitality, Loyalty, Halflings, Humility, Surprise |
Good |
Spirits of the Earth |
Connection, Life, Magic, Mystery, Nature |
— |
Tiamat |
Blood, Chaos, Dragons, Fertility, Ocean, Poison, Water |
Chaotic |
The Trickster |
Humor, Intrigue, Revolution, Transformation, Trickery |
Chaotic |
The Righteous Five |
Courage, Protection, Sacrifice |
Good |
Josfen the Harbinger |
Stealth, Survival, Vigilance, Insight, Humans |
Chaotic Good |
Serafina the Silver-Tongued |
Diplomacy, Peace, Prosperity, Royalty, Elves |
Lawful Good |
Margthran the Scholar |
Dwarves, Invention, Knowledge, Magic, Research |
Good |
Gurerdin the Goldcount |
Accountability, Commerce, Currency, Numbers, Orcs |
Good |
Sharlthiss the Redeemed |
Death, Dragonborn, Morality, Redemption, Undead |
Lawfu |
God |
Domains |
Alignment |
The Artist |
Art, Culture, Music |
Good |
The Builder |
Building, Crafting, Creation, Earth, Fire |
Good |
The Dawnbringer |
Light, Prophecy, Sun, Time |
Good |
The Devil |
Darkness, Demons, Evil |
Evil |
The Dragon |
Ambition, Dragons, Monsters |
— |
Elder God |
Arcana, History, Knowledge, Madness |
Evil |
The Executioner |
Death, Undead, Underworld |
Evil |
The Father |
Law, Rulership, Sky |
Lawful |
The Fisher |
Bounty, Laborers, Sea |
— |
The Gambler |
Fate, Luck |
Chaotic |
The Hunter |
Hunting, Moon, Self-Reliance |
— |
The Judge |
Chivalry, Honesty, Justice |
Lawful |
The Keeper |
Agriculture, Nature, Wilderness |
Good |
The Leper |
Disease, Drought, Insects, Plague |
Evil |
The Lover |
Beauty, Hope, Love |
Good |
The Mother |
Birth, Family, Fertility, Healing, Hearth, Life |
Good |
The Ravager |
Brutality, Force, Plunder |
Chaotic |
The Reveler |
Greed, Mirth, Wine |
Chaotic |
The Scholar |
Knowledge, Wisdom |
Lawful |
The Shepherd |
Guidance, Safety, Serenity |
Good |
The Tempest |
Storms, Thunder, Weather |
Chaotic |
The Traveler |
Commerce, Trade, Travel |
— |
The Trickster |
Humor, Intrigue, Trickery |
Chaotic |
The Torturer |
Incarceration, Pain, Poison |
Evil |
The Warrior |
Honor, Protection, Strength, War |
— |
Religious Conspiracies and Plots
Religious hierarchies are the site of unending political intrigue. Even in campaign settings where gods make regular appearances there’s room for machinations, temptations, and betrayal—in fact, the appearance of a true god can make the faithful all the more vulnerable to manipulation. Use the table below to develop such a plot or imagine entirely new ways for faith to go awry.
d10 |
Religious Conspiracy |
1 |
A fake priest is defrauding locals out of their savings.
|
2 |
The religious hierarchy makes every reason to demote and expel magic-users from their ranks. Why?
|
3 |
A well-respected leader has recently fallen from the hierarchy’s good graces. What happened?
|
4 |
A faction of dragons in disguise has infiltrated the hierarchy, impersonating the leadership and possibly even the gods.
|
5 |
A divinely appointed religious leader is much too young, and the child’s appointed counsel is unfit.
|
6 |
The gods have been appearing and giving revelations a lot recently.
|
7 |
A remote monastery claims to worship a certain god but their true faith tradition is a deadly secret.
|
8 |
The religious hierarchy secretly knows but actively suppresses the location of lost scripture, sacred relics, or artifacts.
|
9 |
The top members of the religious hierarchy are being mind-controlled by a powerful mage.
|
10 |
A famous oracle of the gods has stopped speaking. Why?
|
Beyond the First Steps
Beyond the First Steps
From fighting on the frontlines to raiding royal repositories, the activities of your character and their party members gains them experience points. As these accumulate a character will eventually gain a level when they’ve acquired a certain number of experience points as seen in the table below.
Experience | Level | Proficiency Bonus |
0 | 1st | +2 |
300 | 2nd | +2 |
900 | 3rd | +2 |
2,700 | 4th | +2 |
6,500 | 5th | +3 |
14,000 | 6th | +3 |
23,000 | 7th | +3 |
34,000 | 8th | +3 |
48,000 | 9th | +4 |
64,000 | 10th | +4 |
85,000 | 11th | +4 |
100,000 | 12th | +4 |
120,000 | 13th | +5 |
140,000 | 14th | +5 |
165,000 | 15th | +5 |
195,000 | 16th | +5 |
225,000 | 17th | +6 |
265,000 | 18th | +6 |
305,000 | 19th | +6 |
355,000 | 20th | +6 |
When your character gains a level their class offers additional features, and at certain levels their proficiency bonus increases. Leveling up will eventually provide the opportunity to increase your ability scores; however no ability score can surpass 20.
As part of the process, each level provides your character with an additional Hit Die. You may either roll this die or take the average result of the die (rounded up), add your Constitution modifier, and increase your hit point maximum by that amount.
Tiers of Play
The challenges your characters face and the adventures they take can be classified into five main tiers of play. Tiers of play help give you an idea of what to expect involving the scale of the challenges you face and how the world generally reacts to you.
At Tier 0 (levels 1st–2nd) your characters are novices. They are taking their very first steps towards destiny, perhaps traveling further from their homes than ever before. The obstacles and foes they face are only slightly more perilous than what commoners contend with, albeit more frequent
At Tier 1 (levels 3rd–4th) your characters are local heroes. They are coming into their own as adventurers and learning the basic elements of their classes. Threats are small in scale and scope.
At Tier 2 (levels 5th–10th) your characters are regional heroes. They are accessing new levels of martial or magical power and can use skills, features, and magic that attract attention and acclaim.
At Tier 3 (levels 11th–16th) your characters are masters of their craft, well beyond the abilities of other people and even other adventurers. Spells can bend the definition of what’s possible while martial characters taking to the battlefield can and have turned the tides of massive battles.
At Tier 4 (levels 17th–20th) your characters have reached a point where the challenges they face are of world-changing size and proportion. At this tier, your character’s actions have the potential to fundamentally alter the lives and wellbeing of those that rely on (or fear) them.
Other parts of the game will also refer to tiers of play, including exploration challenges and regions . These tiers assist the Narrator in determining appropriate challenges for the player characters.
Prestige Rating
Prestige Rating
A character’s Prestige rating represents how prominent they are, either as an ally or enemy, and can influence how easy it is for the character to call in favors from their allies, or determine how much effort their enemies will put into defeating them. Most Prestige ratings range from 0 to 6, although some deities and extraplanar beings may have higher ratings.
Player characters start with a Prestige rating of 1. Each time a character enters a new tier of play at 5th, 11th, and 17th level their Prestige rating increases by 1. Additionally, characters may gain Prestige when acquiring a stronghold, and the Narrator may award Prestige when they accomplish great deeds during play. Finally, some class features may grant Prestige bonuses.
Additionally, Prestige determines how many followers a character can have at any one time. This number is equal to the character’s Prestige rating.
Prestige Center. A character’s Prestige rating distinguishes how widely known they are. If they travel beyond their home, the character may find that people do not know who they are. Prestige applies in an area whose size is determined by a character’s Prestige rating, starting from as small as a village to as large as an entire world. When creating a character, the player should work with the Narrator to determine where their Prestige is centered from. Often this will be the starting area of a campaign.
Prestige Check. To determine whether somebody has heard of a character, or to call in a favor (see below), the character makes a Prestige check by rolling 1d20 and adding their Prestige rating. The DC of a Prestige check is equal to 12 + double the tier of the region the character is in (or when extremely far from their Prestige Center, triple the tier). When outside the area described by their Prestige rating, the character has disadvantage .
For example, Zidi Wheatling, the “Halfling Titan”, has a Prestige rating of 5. She is known across the county for her great strength, and stories of how she beat a minotaur in an arm-wrestling match have become a regional legend. She has traveled all the way to the country’s capital (a tier 2 region) and seeks an audience with a wealthy noble. Zidi rolls a Prestige check with disadvantage , adding 5 to the roll (from her Prestige rating) against DC 16. Unfortunately the result is an 11—the noble has not heard of her and will not grant her an audience. Zidi has to find some other way to attract their attention!
Rating | Is Well Known Across | Can Automatically Get An Audience With | Notoriety |
0 | Unknown | Nobody |
The character is viewed with disdain, as a buffoon or pariah. People do not take them seriously. |
1 | Local | Shopkeep |
The character is relatively unknown, but some local folks know them. |
2 | Village | Guard captain | The character has done a few noteworthy things, but most people don’t know them or assume they won’t do anything else interesting. |
3 | Town | Mayor |
The character has become known across town, or across a district of a city. |
4 | City | Minor noble |
The character is known across an entire city, or a single town plus its immediate environs. |
5 | Region | Noble | The character has distinguished themself across the region, and most influential people know about their actions and talents. |
6 | Country | Powerful noble | The character is known all across the land. People pay close attention to them, either viewing them as a powerful ally or a dangerous enemy. |
7 | Continent | Monarch | The character is well known by those in more than one country. Monarchs and important rulers typically have this level of Prestige. |
8 | World | Emperor | The character is one of the most famous people in the world, known well to monarchs and powerful figures. A lot of resources are devoted to either helping them out or taking them down. |
9 | Plane | Minor deity | The character is known not just on this world, but on other worlds on the same plane of existence. They might have saved or threatened the entire world. |
10 | Multiverse | Greater deity |
The character is known not just across the world, but by powerful beings on other planes. |
11 | Multiverse | Greater deity |
When the character seeks the audience of powerful beings like gods they are noticed. |
12 | Multiverse | Greater deity |
When the character seeks the audience of powerful beings like gods they are answered. |
13 | Multiverse | Pantheon |
When the character seeks the audience of powerful beings like gods they are answered in a timely manner. |
14 | Divine | Anybody | This level of Prestige is usually the province of deities and other powerful extraplanar beings. The character is widely known on multiple worlds or planes. |
Optional Rule: Calling In Favors
Most fantasy adventurers are free agents with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. Over the course of a campaign however, player characters may want to call in favors from a friendly baroness, the local police, or other power groups. Prestige provides a quick guideline of how much clout the party has, whether they’re calling in a mage to perform a ritual beyond their ken, or trying to get their hands on a rare battle wand before assaulting a criminal stronghold.
In addition to acting as a handy track of a character’s notoriety, Prestige can be used to call in favors. Use the following guidelines to determine the level of a favor. Calling in a favor normally takes 1d6 hours and requires a Prestige check. The party as a whole can call in one favor per day. As a default, favors can get people to help for up to half an hour. Any task that requires a few hours or more increases the level by 1, or if for a day or more by 2.
The favor ratings below are just guidelines. The Narrator can impose modifiers at their discretion, or state that certain favors are impossible.
Example Favors
Here are some sample favors.
Level 0 (Unknown). Urchins to watch a street. A scribe to look through documents or handle paperwork. A carriage-driver to provide discreet passage around a district.
Level 1 (Local). Audience with the guard captain. A ferry-man to give discreet passage around the city. A craftsman to make a custom mundane item (the character pays the normal price). A minor noble to bend the rules. A bard to tell a story.
Level 2 (Village). Audience with the mayor. A docker to create a distraction that might get them into trouble. A bard to spread a false tale that could have serious consequences. A major noble agreeing to converse for a few minutes.
Level 3 (Town). Audience with a minor noble. A gang of bandits to commit some crimes. A small group of concerned citizens to rally and protest somewhere.
Level 4 (City). A large crowd of protesters to block off a whole building or street. A temple’s acolytes to come out and use their skills for the common people. A ship captain to smuggle something.
Level 5 (Region). Audience with a powerful noble. A noble to take a stand for something that might cost them their position. A city-wide search for a missing person. A local celebrity to put on a private show.
Level 6 (Country). Audience with a monarch. A city-wide protest. A call for all citizens to take arms against a threat.
Level 7 (Continent). A national uprising against a tyrannical monarch. Royal pardon for a heinous crime. Borrow an artifact.
Level 8 (World). Coronation as a monarch.
Level 9 (Plane). Audience with a deity.
Level 10 (Multiverse). Audience with a pantheon.
Between Adventures
Between Adventures
Though an adventurer is typically defined by the dangers they face, the bulk of their time is often spent traveling, healing, preparing, or simply living. Some spend their time with families, others contribute to the communities that they protect, develop relationships, or simply kill time until the excitement begins anew.
This period between adventures, called downtime, can represent the passing of a season, a period spent traveling, or the time necessary for an ally or NPC to secure a vital piece of information or permission for the party to travel through guarded lands. Additionally, the mental and physical stress of adventuring often necessitates time off, which can prevent characters from jumping from 1st level to 11th level in a single month! While it is not necessary to meticulously describe each and every day that PCs spend in this way, providing key details can help to bring the setting to life, create the feeling of time passing, and foreshadow events to come.
When considering these key details, think about significant life events for the adventurers and their friends or allies—weddings, birthdays, funerals, holidays, festivals or other seasonal events, political trends, or significant events occurring abroad that come as news. Any of these can be used to foreshadow future plots.
Lifestyle
Some adventurers choose to live lavishly between quests while others are content to rent a room at their favorite drinking establishment. When calculating expenses, see Chapter 4: Equipment. A character’s lifestyle (poor, moderate, or rich) impacts some of their downtime activities.
An adventurer’s lifestyle can also impact their interactions with those around them. The Narrator may provide advantage or disadvantage on Intelligence, Wisdom, and Charisma checks made against people that perceive a PC to be of a different lifestyle than themselves, depending upon the circumstances — an adventurer with a poor lifestyle has a harder time getting along with rich nobles and vice versa.
Downtime Activities
Downtime activities represent specific and intentional activities that a character undertakes to achieve a benefit. A character can undertake one downtime activity per week of downtime, although they do not necessarily occur sequentially.
A downtime period consists of 5 days (treated as a week) each involving at least 8 hours of engaging in a downtime activity. In most cases, an unfinished week does not count towards progress, but in some situations the Narrator might allow specific days to add to the total. At the end of each downtime period, any check required is made and success or failure is determined. Some downtime activities may require more than 1 week to complete. If a downtime activity mentions a month it assumes 4 weeks.
Extended Downtime. When a party of adventurers is experiencing a particularly long period of downtime, such as a year or longer, the Narrator may extend the length of the downtime period to 1 month and allow players to roll one check per 4 weeks of downtime activity. A success on an extended downtime check is treated as 4 successful weeks of a downtime activity, a failure is treated as 2 successful weeks, and on a failure by 5 or more the character makes no progress at the downtime activity.
For even longer periods of downtime, the Narrator can extend the downtime to seasons (treating a success as 12 weeks, a failure as 6 weeks, and a failure by 5 or more as 3 weeks), or even years (treating a success as 52 weeks, a failure as 26 weeks, and a failure by 5 or more as 13 weeks).
Characters may wish to work together to complete downtime activities. At the Narrator’s discretion, one character may assist another (as the Help action). Both characters must spend their downtime on the chosen activity.
Scaling Downtime. Depending on the campaign, the Narrator may choose to speed up downtime activities. In such a game, days are treated as hours, and weeks are treated as days. For example, a martial or simple weapon takes 1 day to craft rather than 1 week.
Craft
Adventurers with tool proficiencies may use their downtime to create weapons, armor, or other items. The Craft activity can be used to create weapons, armor, tools, clothing, other equipment, or a work of art.
All crafted items require materials. Poor quality items can be made with materials equal to ⅛th the base cost of the item that the character wishes to create. Normal quality work requires materials equal to ¼ the base cost. If a character wishes to craft a fine item, they must acquire fine materials equal to ½ the item’s base cost. If a character wishes to craft a masterwork item, the materials cost is equal to the base cost of the item.
Special Materials. Rarely a smith might happen upon special materials. These materials can only rarely be purchased and must often be found. When attempting to craft using adamantine, mithral, or other wondrous materials , increase the DC to craft the item by 2. See the Materials section of Chapter 4: Equipment for more details.
Time Required. The time required varies depending upon what a character is attempting to craft, as per Table: Crafting Time. At the end of the required time, the character makes a check based upon the desired quality level. On a success, the materials are consumed and they create the item. On a failure, they create an item of one quality level lower than they desired or may salvage the materials. When a character fails by 5 or more, they produce a poor quality item and the materials are consumed.
Quality. The quality of an item affects the time, cost, and difficulty of crafting it. Items of fine quality or masterwork quality also offer special benefits. A fine item also costs an additional 25 gold to produce, and a masterwork item 125 gold.
Engineering. The Craft downtime activity can also be used for buildings, engineering devices, and other projects. Each check requires a week of work and access to an amount of gold worth of materials. The DC and materials cost are determined by the project’s complexity. The scope of the project determines how many checks are required to complete it.
Quality | Time | DC | Materials | Production Cost | Sell Price | Benefit |
Poor | ½ | 10 | ⅛ | - | Half |
Gains the Broken condition after each use |
Normal | Normal | 15 | ¼ | - | Up to full | - |
Fine | x2 | 20 | ½ | +25 gp | At least full price | Can be enchanted to become a magic item of up to uncommon rarity |
Masterwork | x3 | 25 | Normal | +125 gp | No less than double full price | Never has damage vulnerabilities, and can be enchanted to become a magic item of any rarity |
See the core rulebook for tables Engineering Items and Engineering Time.
Item | Craft Time |
Dual-wielding weapon* | 2 per week |
Martial or simple weapon* | 1 week |
Heavy weapon* | 2 weeks |
Ammunition | 50 per week |
Light armor | 1 week |
Medium armor | 2 weeks |
Heavy armor | 4 weeks |
Tool or equipment | 2 per week |
*Rare weapons may require longer crafting times determined by the Narrator.
Gather Information
The Gather Information activity is used to uncover secure or secret information about individuals, events, organizations, or other things that still exist within living memory. Gather Information is typically done by word-of-mouth on the street or in taverns.
The character specifies a particular individual, event, organization, or place from which they wish to learn more declares a specific piece of information that they’re seeking to learn, making an Investigation check. The time, DC, and costs are included below.
On a success, the character learns what they are looking for along with a point of Key Knowledge. Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
Key Knowledge. Key Knowledge represents clues, secrets, or other insights into a particular location, individual, or event. Each point of Key Knowledge is specific to an individual, creature, or location. These points may be spent to gain advantage on an attack roll or ability check made in relation to the subject.
At the Narrator’s discretion, these points can also be spent to introduce a small fact to the story. Perhaps a character learns of a friendly bartender while Gathering Information about the next town or discovers a potentially safe cavern while Researching the dungeon they plan to enter.
Limitations. The Narrator may decide that there is simply no way that a piece of information can be gleaned by the Gather Information activity. In this case, the Narrator should inform the player before attempting the check.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp |
The bar where a local crime boss conducts business, where a local noble likes to drink |
Esoteric | 15 | 2 weeks | 25 gp |
The name of the best fence in a particular city, where to go to get illicit magic ingredients |
Hidden | 20 | 3 weeks | 100 gp |
The location of the duke’s secret prison, the name of a dragon’s agent in a city |
Secret | 25 | 5 weeks | 500+ gp |
The identity of the leader of a guild of assassins, what the king keeps in the secret room below his chambers |
Recovery
Sometimes it is necessary to recover from the dangers faced by an adventurer. In order to take the Recover activity, a character must have or temporarily pay for at least a moderate lifestyle. Each week that a character takes the Recover activity, they may:
- Make a Constitution saving throw against one effect that is preventing them from regaining hit points.
- Make one additional saving throw against one disease or poison currently affecting them.
If a character is tended to by someone with a healer’s satchel, they have advantage on the above checks.
Religious Devotion
Religious Devotion allows a character to engage in acts of piety in an attempt to appease the gods and earn their favor. In order to engage in this downtime activity, a character must have access to a shrine, temple, or other sacred site and spend the required gold on sacred offerings to make a Nature or Religion check against a DC from Table: Religious Devotion. On a success, the character gains 1 point of favor, plus 1 additional point of favor for every 5 points their result exceeds the DC.
Favor. A point of favor can be spent to represent a minor but helpful boon that aligns with a deity’s portfolio. A point of favor from a war god might allow a character to find a weapon after they’ve been disarmed, while a point of favor from a nature god might make it easier to find a safe place to camp. The specific details are left up to the Narrator, but in general, this should represent advantage on a roll, the discovery of a small but useful item, or a helpful chance encounter. For 2 favor points, the Narrator may allow a character to benefit from the effects of a 1st-level spell that aligns with a deity’s portfolio. Narrators are free to come up with other uses.
If a character acts against the interests or philosophy of a deity during an adventure, any points of favor are immediately lost.
Philosophical Similarity | DC | Offering* | Description |
Strongly Aligned | 10 | 10 gp |
The character's personal ethos and actions closely mirror the deity’s philosophy and teachings. |
Aligned | 15 | 25 gp |
The character's personal ethos and actions are generally similar to the deity’s philosophy and teachings. |
Neutral | 20 | 50 gp |
The character’s personal ethos and actions do not align with or oppose the deity they are beseeching. |
Opposed | 25 | 100 gp |
The character’s personal ethos and actions are generally counter to the deity’s philosophy and teachings. |
Strongly Opposed | 30 | 500 gp |
The character's personal ethos and actions run directly counter to the deity’s philosophy and teachings. |
*The Narrator may allow specific actions by the character to reduce or eliminate this cost.
Research
Research is used to uncover obscure information about individuals, events, organizations, or other things that have faded beyond living memory but still exist in recorded history. Alternatively, Research can be used to find facts or information contained within bureaucratic records.
In order to conduct the Research activity, a character must have access to a library or libraries that might conceivably contain the information that they are searching for — a noble villa’s private library might contain original ownership records, but is unlikely to contain information regarding alien interlopers from the last age. The character makes an Arcana or History check (determined by the topic of Research) against the DC listed on Table: Research, taking an appropriate amount of time and spending the indicated amount of gold.
On a success, they learn what they are looking for along with a point of Key Knowledge (see Gather Information). Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
The cost of research is reflective of bribes, library fees, and other related expenses. At the Narrator’s discretion, a character may dispense with these if they already have access to a library that may contain the information.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp | The original name of a particular village |
Esoteric | 15 | 2 weeks | 25 gp |
The original owner of a piece of land or business, the location of an ancient tomb |
Hidden | 20 | 3 weeks | 100 gp |
The true history of the founding of a dynasty, the real lineage of the local ruler |
Secret | 25 | 5 weeks | 500+ gp |
The name of a fiend, the location of a city destroyed by the gods in the last age |
Spellcraft
This downtime activity allows spellcasters to create rare spells by refining their knowledge. Pick a common version of a spell that the character knows and choose one modification from the modifications table. Alternatively, with the Narrator’s permission a character may choose one rare spell from Chapter 11: Spellcasting provided it is of a level they can cast.
The character makes an ability check using their spellcasting ability and Arcana (sorcerer, warlock, wizard), Nature (druid), Performance (bard), or Religion (cleric, herald). The DC of the check is based on the spell level as per Table: Rare Spell Crafting and is increased by the desired modification.
Each check requires 1 week and the amount of indicated materials. A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
Modification | DC Modifier | Effect |
Altered Effect | +0 | The spell’s primary effect is changed. This can be used to add or alter a spell's damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an invisibility spell that targets objects instead of creatures, a fireball that deals cold damage, or a lightning bolt that has a cone area. |
Lingering Effect | +1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a fireball that causes the target to take ongoing fire damage or a slow spell that leaves a target fatigued after its duration has ended. |
Additional Effect | +2 |
An additional effect is added to the spell’s primary function. Examples include an ice storm that freezes a target in place for the duration. |
Additional Target | +2 | The spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a suggestion to new targets through conversation. |
n order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and heralds must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the Narrator. As always, the Narrator must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcaster’s career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the Narrator, using the rules for crafting rare spells as a guideline.
Spell Level | DC | Cost Per Week | Successful Study Weeks |
1st | 15 | 100 gp | 2 |
2nd | 16 | 150 gp | 3 |
3rd | 17 | 200 gp | 4 |
4th | 18 | 300 gp | 5 |
5th | 19 | 500 gp | 6 |
6th | 20 | 1,000 gp | 7 |
7th | 21 | 1,500 gp | 8 |
8th | 22 | 3,000 gp | 9 |
9th | 23 | 5,000 gp | 10 |
Train
The Train activity allows a character to learn a new weapon, language, or tool proficiency, or it can be used to swap a class feature or feat that they learned previously.
Language or Tool. Learning a new language or tool proficiency requires a character to spend a number of months equal to 12 - their Intelligence modifier and pay 50 gold pieces per month to retain a tutor. If a character does not wish to pay for or does not have access to a tutor, they must have another reliable means of learning and the time required is doubled. At the end of this period, the character acquires the proficiency.
Weapon. Learning a new weapon proficiency requires a character spend a number of months equal to 6 - their Strength or Dexterity modifier (whichever is highest) training and pay 50 gold pieces per month to retain a tutor. At the end of this time period, the character acquires the weapon proficiency.
Relearning. A character may also relearn class features. This activity does not require spending any gold. The time required is 1 week to change a feature gained at 1st–5th level, 2 weeks to change a feature gained at 6th–10th level, 3 weeks to change a feature gained at 11th–15th level, and 4 weeks to change a feature gained at 15th–20th level. This activity cannot be used to swap out spells that have been entered into a spellbook.
Feat. To swap a feat gained through leveling to another feat, a character may spend a number of months equal to 8 – their proficiency bonus and pay 50 gold pieces each month to acquire practice materials and advice from experts in the feat they are learning.
Archetype. A character can change to a different archetype for their class by spending 12 weeks mastering the new archetype, at which point they are able to select it. When they do, any class features gained from their previous archetype are lost and replaced by the class features of their new archetype. Changing from one class to another requires the use of powerful reality- altering magic (like the wish spell or the direct intervention of a deity).
Activity | Time | Cost |
New language or tool proficiency | 12 - Int modifier months | 50/month |
New weapon proficiency | 6 - Str or Dex modifier months | 50/month |
Relearn class features | 1 week (1st-5th) 2 weeks (6th-10th) 3 weeks (11th-15th) 4 weeks (15th-20th) |
No cost |
Swap feat | 9 - proficiency bonus months | 50/month |
Change archetype | 12 weeks | No cost |
Work
A character can use the Work activity to pay their cost of living expenses and earn some coin between adventures. Work is broken down into two categories. On a successful check after spending a week on this downtime activity, a character supports a lifestyle (poor, moderate, or rich), and earns gold as listed on Table: Work.
Legal Work. Legal work allows a character to practice a trade or profession without fear of consequence. The character selects a tool proficiency or skill approved by the Narrator and makes an ability check, consulting Table: Work to determine the lifestyle their profits support and the extra gold earned. On a result of 5 or less, a character earns nothing, supports no lifestyle, and has disadvantage on the next Work check that they make using the same skill or tool.
Illegal Work. Illegal work allows a character to sustain themselves and make some coin by engaging in petty crime. First, a character selects the type of crime that they would like to engage in and selects an appropriate skill or ability check approved by the Narrator. They then select the difficulty of criminal activities as per Table: Work.
On a failed check, a character receives no earnings and must cover the cost of their lifestyle themselves. If they fail by 5 or more, the character must lay low and cannot take a downtime activity for the following week, and on a failure by 10 or more they are caught and suffer consequences or complications determined by the Narrator.
Difficulty | DC | Lifestyle | Earnings |
Easy | 10 | Poor | 1d6 gp |
Average | 15 | Moderate | 3d6 gp |
Hard | 20 | Rich | 6d6 gp |
Very Hard | 25 | Rich | 10d6 gp |
Resting
Resting
Rest is a fundamental necessity for most living creatures. While the exact amount of rest each type of creature needs may vary, they all still must rest in order to recuperate from wounds, rid themselves of fatigue and strife, and replenish their spell slots.
Short Rest
A short rest is a period of no less than an hour, in which the character does nothing more strenuous than reading, writing, talking, and binding wounds.
At the end of a short rest, a character may expend one or more Hit Dice to restore any lost hit points, up to their maximum number of Hit Dice. For each Hit Die expended, the player rolls the dice (as determined by their class) and adds their Constitution modifier. A player can decide to roll an additional Hit Die after each roll.
Long Rest
A long rest is a period of time of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activity like eating or standing watch. If this period is interrupted by strenuous activity for more than an hour, such as walking, fighting, or casting spells, the characters gain no benefit and the time period resets.
After a long rest has been completed, a character regains all lost hit points. The character also regains expended Hit Dice, up to a maximum of half of the character’s total number of them (minimum of 1). For example, a character with 10 Hit Dice who has expended 8 would regain 5 Hit Dice after a long rest.
A character cannot benefit from more than one long rest in a 24-hour period, and must have at least 1 hit point at the start of the long rest to benefit from it. Any character that does not consume at least 1 Supply suffers a level of fatigue when they finish a long rest, and adventurers are only able to truly recuperate within a haven. A character recovers from one level of fatigue and one level of strife after finishing a long rest in a haven where they have consumed Supply. When taking a long rest and consuming Supply without a haven, a character can recover only from the first level of fatigue or strife.
Resting and Havens
While on a journey, adventurers are only able to recover from the second level and beyond of fatigue or strife on a long rest when they have access to a haven.
A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens.