diff --git a/src/SUMMARY.md b/src/SUMMARY.md index a3305fb..1f307cb 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -13,5 +13,10 @@ - [Choosing Your Species](species/README.md) - [Dragonborn](species/dragonborn.md) -[Rules Glossary](rules-glossary.md) +# Game + +- [Playing the Game](game/playing-the-game.md) +- [Gameplay toolbox](game/gameplay-toolbox.md) +- [Rules Glossary](game/rules-glossary.md) + [Copyright Page](copyright.md) \ No newline at end of file diff --git a/src/game/gameplay-toolbox.md b/src/game/gameplay-toolbox.md new file mode 100644 index 0000000..63b8511 --- /dev/null +++ b/src/game/gameplay-toolbox.md @@ -0,0 +1,1007 @@ +# Gameplay Toolbox + +## Travel Pace + +A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in "Playing the Game." During any journey stage, the predominant terrain determines the characters' maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group's travel pace. + +### Good Roads + +The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast). + +### Slower Travelers + +The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal. + +### Extended Travel + +Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours. + +### Special Movement + +If a party can travel at a high Speed for an extended time, as with a spell such as _Wind Walk_ or a magic item such as a _Carpet of Flying_, translate the party's Speed into travel rates using these rules: + +**Miles per hour** = Speed ÷ 10 +**Miles per day** (Normal pace) = Miles per hour × number of hours traveled (typically 8) +**Fast pace** = Miles per day × 1⅓ (round down) +**Slow pace** = Miles per day × 2/3 (round down) + +If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain. + +### Vehicles + +Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in "Equipment") to determine their rate of travel, and they don't choose a travel pace. + +**Travel Terrain** + +
| Terrain | +Maximum Pace | +Encounter Distance | +Foraging DC | +Navigation DC | +Search DC | +
|---|---|---|---|---|---|
| Arctic | +Fast* | +6d6 × 10 feet | +20 | +10 | +10 | +
| Coastal | +Normal | +2d10 × 10 feet | +10 | +5 | +15 | +
| Desert | +Normal | +6d6 × 10 feet | +20 | +10 | +10 | +
| Forest | +Normal | +2d8 × 10 feet | +10 | +15 | +15 | +
| Grassland | +Fast | +6d6 × 10 feet | +15 | +5 | +15 | +
| Hill | +Normal | +2d10 × 10 feet | +15 | +10 | +15 | +
| Mountain | +Slow | +4d10 × 10 feet | +20 | +15 | +20 | +
| Swamp | +Slow | +2d8 × 10 feet | +10 | +15 | +20 | +
| Underdark | +Normal | +2d6 × 10 feet | +20 | +10 | +20 | +
| Urban | +Normal | +2d6 × 10 feet | +20 | +15 | +15 | +
| Waterborne | +Special† | +6d6 × 10 feet | +15 | +10 | +15 | +
| Example | +Save DC | +
|---|---|
| When the characters open a sarcophagus, a harmless yet terrifying apparition appears. | +10 | +
| A character triggers a magical trap that creates an illusory manifestation of that character's worst fears, visible only to that character. | +15 | +
| A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter. | +20 | +
| Example | +Save DC | +Psychic Damage | +
|---|---|---|
| A character ingests a hallucinogenic substance that distorts the character's perception of reality. | +10 | +1d6 | +
| A character touches a fiendish idol that tears at the character's mind, threatening to shatter it. | +15 | +3d6 | +
| A magical trap flings a character into the Far Realm until the end of that character's next turn. | +20 | +9d6 | +
| Levels | +Bludgeoning Damage | +Save DC | +
|---|---|---|
| 5–10 | +22 (4d10) | +15 | +
| 11–16 | +55 (10d10) | +17 | +
| 17–20 | +99 (18d10) | +19 | +
| Levels | +Fire Damage | +Area of Effect | +
|---|---|---|
| 5–10 | +22 (4d10) | +30-foot Cone | +
| 11–16 | +55 (10d10) | +60-foot Cone | +
| 17–20 | +99 (18d10) | +120-foot Cone | +
| Levels | +Pit Depth | +Bludgeoning Damage | +
|---|---|---|
| 5–10 | +30 feet | +10 (3d6) | +
| 11–16 | +60 feet | +21 (6d6) | +
| 17–20 | +120 feet | +42 (12d6) | +
| Levels | +Poison Damage | +Save DC | +
|---|---|---|
| 5–10 | +11 (2d10) | +13 | +
| 11–16 | +22 (4d10) | +15 | +
| 17–20 | +55 (10d10) | +17 | +
| Levels | +Pit Depth | +Damage | +
|---|---|---|
| 5–10 | +30 feet | +10 (3d6) Bludgeoning plus 13 (3d8) Piercing | +
| 11–16 | +60 feet | +21 (6d6) Bludgeoning plus 36 (8d8) Piercing | +
| 17–20 | +120 feet | +42 (12d6) Bludgeoning plus 57 (13d8) Piercing | +
| Party's Level | +Encounter Difficulty Low | +Encounter Difficulty Moderate | +Encounter Difficulty High | +
|---|---|---|---|
| 1 | +50 | +75 | +100 | +
| 2 | +100 | +150 | +200 | +
| 3 | +150 | +225 | +400 | +
| 4 | +250 | +375 | +500 | +
| 5 | +500 | +750 | +1,100 | +
| 6 | +600 | +1,000 | +1,400 | +
| 7 | +750 | +1,300 | +1,700 | +
| 8 | +1,000 | +1,700 | +2,100 | +
| 9 | +1,300 | +2,000 | +2,600 | +
| 10 | +1,600 | +2,300 | +3,100 | +
| 11 | +1,900 | +2,900 | +4,100 | +
| 12 | +2,200 | +3,700 | +4,700 | +
| 13 | +2,600 | +4,200 | +5,400 | +
| 14 | +2,900 | +4,900 | +6,200 | +
| 15 | +3,300 | +5,400 | +7,800 | +
| 16 | +3,800 | +6,100 | +9,800 | +
| 17 | +4,500 | +7,200 | +11,700 | +
| 18 | +5,000 | +8,700 | +14,200 | +
| 19 | +5,500 | +10,700 | +17,200 | +
| 20 | +6,400 | +13,200 | +22,000 | +
| Ability | +Score Measures … | +
|---|---|
| Strength | +Physical might | +
| Dexterity | +Agility, reflexes, and balance | +
| Constitution | +Health and stamina | +
| Intelligence | +Reasoning and memory | +
| Wisdom | +Perceptiveness and mental fortitude | +
| Charisma | +Confidence, poise, and charm | +
| Score | +Meaning | +
|---|---|
| 1 | +This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. | +
| 2–9 | +This represents a weak capability. | +
| 10–11 | +This represents the human average. | +
| 12–19 | +This represents a strong capability. | +
| 20 | +This is the highest an adventurer's score can go unless a feature says otherwise. | +
| 21–29 | +This represents an extraordinary capability. | +
| 30 | +This is the highest a score can go. | +
| Score | +Modifier | +Score | +Modifier | +
|---|---|---|---|
| 1 | +−5 | +16–17 | ++3 | +
| 2–3 | +−4 | +18–19 | ++4 | +
| 4–5 | +−3 | +20–21 | ++5 | +
| 6–7 | +−2 | +22–23 | ++6 | +
| 8–9 | +−1 | +24–25 | ++7 | +
| 10–11 | ++0 | +26–27 | ++8 | +
| 12–13 | ++1 | +28–29 | ++9 | +
| 14–15 | ++2 | +30 | ++10 | +
| Ability | +Make a Check To … | +
|---|---|
| Strength | +Lift, push, pull, or break something | +
| Dexterity | +Move nimbly, quickly, or quietly | +
| Constitution | +Push your body beyond normal limits | +
| Intelligence | +Reason or remember | +
| Wisdom | +Notice things in the environment or in creatures' behavior | +
| Charisma | +Influence, entertain, or deceive | +
| Task Difficulty | +DC | +Task Difficulty | +DC | +
|---|---|---|---|
| Very easy | +5 | +Very hard | +25 | +
| Easy | +10 | +Nearly impossible | +30 | +
| Medium | +15 | ++ | + |
| Hard | +20 | ++ | |
| Ability | +Make a Save To … | +
|---|---|
| Strength | +Physically resist direct force | +
| Dexterity | +Dodge out of harm's way | +
| Constitution | +Endure a toxic hazard | +
| Intelligence | +Recognize an illusion as fake | +
| Wisdom | +Resist a mental assault | +
| Charisma | +Assert your identity | +
| Ability | +Attack Type | +
|---|---|
| Strength | +Melee attack with a weapon or an Unarmed Strike (see Rules Glossary) | +
| Dexterity | +Ranged attack with a weapon | +
| Varies | +Spell attack (the ability used is determined by the spellcaster's spellcasting feature, as explained in Spells) | +
| Level or CR | +Bonus | +Level or CR | +Bonus | +
|---|---|---|---|
| Up to 4 | ++2 | +17–20 | ++6 | +
| 5–8 | ++3 | +21–24 | ++7 | +
| 9–12 | ++4 | +25–28 | ++8 | +
| 13–16 | ++5 | +29–30 | ++9 | +
| Skill | +Ability | +Example Uses | +
|---|---|---|
| Acrobatics | +Dexterity | +Stay on your feet in a tricky situation, or perform an acrobatic stunt. | +
| Animal Handling | +Wisdom | +Calm or train an animal, or get an animal to behave in a certain way. | +
| Arcana | +Intelligence | +Recall lore about spells, magic items, and the planes of existence. | +
| Athletics | +Strength | +Jump farther than normal, stay afloat in rough water, or break something. | +
| Deception | +Charisma | +Tell a convincing lie, or wear a disguise convincingly. | +
| History | +Intelligence | +Recall lore about historical events, people, nations, and cultures. | +
| Insight | +Wisdom | +Discern a person's mood and intentions. | +
| Intimidation | +Charisma | +Awe or threaten someone into doing what you want. | +
| Investigation | +Intelligence | +Find obscure information in books, or deduce how something works. | +
| Medicine | +Wisdom | +Diagnose an illness, or determine what killed the recently slain. | +
| Nature | +Intelligence | +Recall lore about terrain, plants, animals, and weather. | +
| Perception | +Wisdom | +Using a combination of senses, notice something that's easy to miss. | +
| Performance | +Charisma | +Act, tell a story, perform music, or dance. | +
| Persuasion | +Charisma | +Honestly and graciously convince someone of something. | +
| Religion | +Intelligence | +Recall lore about gods, religious rituals, and holy symbols. | +
| Sleight of Hand | +Dexterity | +Pick a pocket, conceal a handheld object, or perform legerdemain. | +
| Stealth | +Dexterity | +Escape notice by moving quietly and hiding behind things. | +
| Survival | +Wisdom | +Follow tracks, forage, find a trail, or avoid natural hazards. | +
| Action | +Summary | +
|---|---|
| Attack | +Attack with a weapon or an Unarmed Strike. | +
| Dash | +For the rest of the turn, give yourself extra movement equal to your Speed. | +
| Disengage | +Your movement doesn't provoke Opportunity Attacks for the rest of the turn. | +
| Dodge | +Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0. | +
| Help | +Help another creature's ability check or attack roll, or administer first aid. | +
| Hide | +Make a Dexterity (Stealth) check. | +
| Influence | +Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude. | +
| Magic | +Cast a spell, use a magic item, or use a magical feature. | +
| Ready | +Prepare to take an action in response to a trigger you define. | +
| Search | +Make a Wisdom (Insight, Medicine, Perception, or Survival) check. | +
| Study | +Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check. | +
| Utilize | +Use a nonmagical object. | +
| Pace | +Distance Traveled Per … | ++ | + |
|---|---|---|---|
| + | Minute | +Hour | +Day | +
| Fast | +400 feet | +4 miles | +30 miles | +
| Normal | +300 feet | +3 miles | +24 miles | +
| Slow | +200 feet | +2 miles | +18 miles | +
| Size | +Space (Feet) | +Space (Squares) | +
|---|---|---|
| Tiny | +2½ by 2½ feet | +4 per square | +
| Small | +5 by 5 feet | +1 square | +
| Medium | +5 by 5 feet | +1 square | +
| Large | +10 by 10 feet | +4 squares (2 by 2) | +
| Huge | +15 by 15 feet | +9 squares (3 by 3) | +
| Gargantuan | +20 by 20 feet | +16 squares (4 by 4) | +
| Degree | +Benefit to Target | +Offered By … | +
|---|---|---|
| Half | ++2 bonus to AC and Dexterity saving throws | +Another creature or an object that covers at least half of the target | +
| Three-Quarters | ++5 bonus to AC and Dexterity saving throws | +An object that covers at least three-quarters of the target | +
| Total | +Can't be targeted directly | +An object that covers the whole target | +