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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] twice instead of once. This option is intended for player characters and non player characters who have levels, as opposed to monsters who don't. PROFICIENCY DIE Level Proficiency Bonus Proficiency Die 1st-4th +2 1d4 5th-8th +3 1d6 9...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] dd his or her proficiency bonus to an ability check. Skills define those circumstances by referring to different aspects of the six ability scores. For example, Acrobatics and Stealth are two different aspects of Dexterity, and a character can ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] ants. Choose whichever one best suits your campaign. ABILITY CHECK PROFICIENCY With this variant rule, characters don't have skill proficiencies. Instead, each character has proficiency in two abilities: one tied to the character's class and ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] kground. Starting at 1st level, a character adds his or her proficiency bonus to any ability check tied to one or the other of these two abilities. ABILITY CHECK PROFICIENCIES BY CLASS Class Ability Check Barbarian Strength, Dexterity, or Wi...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] ma Intelligence or Charisma Intelligence or Charisma Intelligence or Wisdom The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a character with the Expertise class ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] nal skill proficiency, that character instead selects another ability check in which to gain proficiency. H PTER 9 I DUNGEON MASTER'S WORKSHOP . This option removes skills from the game and doesn't allow for much distinction among characters....
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] t rule, characters don't have skill or tool proficiencies. Anything that would grant the character a skill or tool proficiency provides no benefit. Instead, a character can add his or her proficiency bonus to any ability check to which the char...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] xperience (reflected in the character's background) reasonably applies. The DM is the ultimate judge of whether the character's background applies. For example, the player of a character with the noble background could reasonably argue that the...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] er makes to secure an audience with the king. The player should be encouraged to explain in specific terms how the character's background applies. Not simply "I'm a noble," but "I spent three years before starting my adventuring career serving...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] ing their characters' histories. Don't let it result in endless debates about whether a character's proficiency bonus applies in a given situation. Unless a player's attempt to explain the relevance of the character's background makes everyone ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] of choosing skills and tools to gain the benefit of that feature, the player defines aspects of his or her background to which the benefit applies. Continuing the noble example, the player might decide to apply Expertise to "situations where co...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] ts that court members hatch against one another." PERSONALITY TRAIT PROFICIENCY With this variant rule, characters don't have skill proficiencies. Instead, a character can add his or her proficiency bonus to any ability check directly related t...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] an, but I'm great at making things up as I go along" might apply the bonus when engaging in some off-the-cuff deception to get out of a tight spot. A player should come up with at least four positive personalit)l traits when creating a characte...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] my own thoughts and contemplation, oblivious to my surroundings" might have disadvantage on an ability check made to notice creatures sneaking up. If a character has the Expertise feature, the player can apply its benefit to personality traits...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] y, the character instead gains a new positive personality trait. This system relies heavily on players developing their characters' personalities. Make sure that different characters' traits- positive and negative- come into play with about th...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] s seems to apply and a negative trait that never does. At your discretion, you can also tie a character's ideals, bonds, and flaws to this system. HERO POINTS Hero points work well in epic fantasy and mythic campaigns in which the characters ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] evel. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level. A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] int allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero poin...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] risk of insanity, consider adding one or both these new ability scores: Honor and Sani _ These abilities function like the standard six abilities. with exceptions specified in each ability below. Here's how to incorporate these optional abiliti...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] ional ability you add. If your players use the optional point-buy system, add 3 points to the number of points for each optional ability you add. If your players roll their ability scores, have them roll for the added ability scores. If you ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] res where a rigid code of honor is part of daily life, consider using the Honor score as a means of measuring a character's devotion to that code. This ability fits well in a setting inspired by Asian cultures, such as Kara-Tur in the Forgotten...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] acter's devotion to a code but also the character's understanding of it. The Honor score can also reflect how others perceive a character's honor. A character with a high Honor usually has a reputation that others know about, especially those ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] 't be raised with normal ability score increases. Instead, you can award increases to Honor- or impose reductions- based on a character's actions. At the end of an adventure, if you think a character's actions in the adventure reflected well o...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] increase or decrease the character's Honor by 1. As with other ability scores, a character's Honor can't exceed 20 or fall below 1. Honor Checks. Honor checks can be used in social situations, much as Charisma would, when a character's underst...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations: ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] per etiquette in a delicate social situation Using his or her honorable or dishonorable reputation to influence someone else Honor Saving Throws. An Honor saving throw comes into play when you want to determine whether a character might inadv...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] Saving Throws. An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations: Avoiding an accidental bre...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] evolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character's mind. A character with a high Sanity is level-headed even in the face of insane circumstances, while a...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] , while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason. Sanity Checks. You might ask characters to make a Sanity check in place of an Intelligence check to recall lore...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities: ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] rcoming the lingering effects of madness • Comprehending a piece of alien magic foreign to all normal understanding of magic Sanity Saving Throws. You might call for a Sanity saving throw when a character runs the risk of succumbing to madness...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] lane built on alien physics Resisting an effect conferred by an attack or spell that deals psychic damage CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . CHAPTER 9 I DUNGEON MASTER'S WORKSHOP A failed Sanity save might result in short-term, long- ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ed by 1. A greater restoration spell can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement. ADVENTURING OPTIONS This section provides options for changing how rests work, as well as f...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] rk fantasy campaign. FEAR When adventurers confront threats they have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] turns, ending the effect on the character on a successful save. HORROR Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understandin...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] , you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long- term form of madness that you choos...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] r adventurers to recover from injury, either increasing or reducing the amount of time your players can spend adventuring before rest is required. HEALER'S KIT DEPENDENCY A character can't spend any Hit Dice after finishing a short rest u...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] pend an additional Hit Die after each roll. . A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] e a healing surge as a bonus action, rather than as an action. SLOW NATURAL HEALING Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a sho...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ampaigns. REST VARIANTS The rules for short and long rests presented in chapter 8 of the Player's Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to within an inch of their lives, ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate. Spellcasters using th...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain sp...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] e benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row. and all adventuring requires careful planning. This approach encourages the characters to spend time out of the dungeon. It" a good option ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] r something to be avoided rather rhan rushed into. FIREARMS If you want to model the swa hbuckling r.yle of The Three Musketeers and imilar tale . you can introduce gunpowder weapon ro your campaign that are associated with the Renaissance...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] arms might appear. The Firearms table provides examples of firearms from all three of those periods. The modern and futuristic items are priceless. PROFICIENCY It's up to you to decide whether a character has proficiency with a firearm. Ch...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use. PROPERTIES Firearms use special ammunition, and some of them have the burst fire or reload p...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] red by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can s...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ormal damage. This action uses ten pieces of ammunition. Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] priceless), as presented in the Explosives table. BOMB As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or ta...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] t out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water- resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage t...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ng fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. DYNAMITE As an action, a creature can light a stick of dynamite and throw it at a point up ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ge on a successful one. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radiu...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] a piece of technology that isn't from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character's ignorance about the technology, have the character make a series of...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative. To determine how the technology works, a character must succeed on a number of Intelligence ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] revolver) and four successes for a complex item (such a a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] , a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexteri...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ge on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. FIGURING OUT ALIEN TECHNOLOGY Int. Check Total Result 9 or lower One failure; one charge or use is wasted, if applicable; char...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] e Weight Martial Ranged Weapons Pistol 250 gp 1d10 piercing 3 lb. Musket 500 gp 1 d12 piercing 10 lb. Ammunition Bullets (10) 3 gp 21b. Modern Item Cost Damage Weight Martial Ranged Weapons Pistol, automatic 2d6 piercing 3...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ost Damage Weight Martial Ranged Weapons Laser pistol 3d6 radiant 21b. Antimatter rifle 6d8 necrotic 10 lb. Laser rifle 3d8 radiant 7 lb. Ammunition Energy cell 5 oz. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP A character who has se...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] 20 lb. Gunpowder, powder horn 35 gp 2 lb. Modern Item Cost Weight Dynamite (stick) 1 lb. Grenade, fragmentation 1 lb. Grenade, smoke 21b. Grenade launcher 7 lb.
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] horn 35 gp 2 lb. Modern Item Cost Weight Dynamite (stick) 1 lb. Grenade, fragmentation 1 lb. Grenade, smoke 21b. Grenade launcher 7 lb. Properties Ammunition (range 30/90), loadi ng Ammunition (range 40/120), loading, two-handed...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] 0fl20), reload (50 shots) Ammunition (range 120/360), reload (2 shots), two-handed Amm unition (range 100/300) , reload (30 shots), two-handed - . PLOT POINTS Plot points allow players to change the course of the campaign, introduce plot c...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] it's probably not for you. USING PLOT POINTS Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are present...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point. OPTION 1: WHAT A TWIST! A player who spends a plot point gets to add some element to the set...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast. A player who wants to spend a plot point in this way should take a minute to discuss his or h...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] velopment. OPTION 2: THE PLOT THICKENS Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a ...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] ST BE CRAZY With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sid...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] s, as the group wishes. At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if you...
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[Path: Master of Rules > Dungeon Master's Workshop > Adventuring Options ] DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses. In a campaign that uses plot points this way, everyone should come to the table with a bit of...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] t's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans. COMBAT OPTIONS The options in this section provide alternative ways to handle combat. The main r...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ion offers different ways to handle initiative. INITIATIVE ScoRE • With this optional rule, creature don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 +Dexterity...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] e process of asking for and recording totals, you can speed your game up considerably-at the cost of an initiative order that is often predictable. SIDE INITIATIVE Recording initiative for each PC and monster, arrangin everyone in the correct o...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] le. Under this variant, the players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ve completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete. This variant encourages te...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] e them out before they have a chance to act. SPEED FACTOR Some DMs find the regular progression of initiative too predictable and prone to abuse. Players can use their knowledge of the initiative order to influence their decisions. For example...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ntroduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or monster must choose an action. . Initiative Modifiers. Modifier...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] simple spell is more likely to act fore a creature armed with a heavy or slow weapon. :ee the Speed Factor Initiative Modifiers table for : rails. If an action has no modifier listed, the action has - effect on initiative. If more than one modif...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] effect on initiative. If more than one modifier applies such as wielding a two-handed, heavy melee weapon), .ipply them all to the initiative roll. SPEED FACTOR INITIATIVE MODIFIERS ractor Spellcasting .1elee, heavy weapon elee, light or fine...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] the spell's level - 2 +2 -2 -5 Initiative Modifier +5 +2 +0 -2 -5 - 8 Don't apply the same modifier more than once on a creature's turn. For example, a rogue fighting with two daggers gains the +2 bonus for using a light or finesse we...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ring never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a -hortsword. The paladin takes a -2 penalty for the spell and gains a +2 bonus for using a light weapon, for a ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ions hould grant a bonus, while slow, difficult ones should incur a penalty. As a rule of thumb, apply a bonus or penalty of 2 or 5 for an action. For example, a fighter wants to turn a winch to raise a portcullis. This is a complex, difficult ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] rhe result secret. You then announce an initiative number, starting with 30 and working down (it helps to call out ranges of numbers at the start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to d...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] e in the battle selects an action. rolls initiative, and takes turns in order. ACTION OPTIONS This section provides new action options for combat. They can be added as a group or individually to your game. CLIMB ONTO A BIGGER CREATURE If one ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] tle chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ler creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] age on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's lo...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] g and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use. DISARM A creature can use a weapon attack to ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] r Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or mo...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] es it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked tar...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] pell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . OVERRUN When a creature tries to move through a hostile creature's space, the mover can try to fo...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] trength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach. TUMBLE A creature can try to tumble through a hostile creature's space, ducking and weaving past...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn. HITTING COVER When a ranged attack misses a target that has cover, you can use this optional rul...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] REATURES If your player characters regularly fight hordes of lower- level monsters, consider using this optional rule to help speed up such fights. When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that at...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] eature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carr...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] reature to 0 hit points. INJURIES ___ _ Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP It's up to you to decide when to check for a lingering inj...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] isn't killed outright When it fails a death saving throw by 5 or more To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures wit...