General Changes

Beyond 1st Level

When your character gains a level, you gain a basic feature as described on the Character Advancement table. Each time you gain an even level, you gain 1 additional Hit Die from your class. Roll that hit die, add your Constitution modifier to the roll, and add the total to your hit point maximum. If the result on your hit die is less than the fixed value shown in your class entry, you may instead add that number to your hit point maximum. Each time you gain an odd level, you gain 1 rank of proficiency in a weapon, tool, skill, armor, shield or saving throw of your choice. At your DM’s discretion, this proficiency may be limited according to your class proficiency list, or what your character has been learning and practicing during the campaign.

Deadly Strike

When your character reaches 11th level, your power as an adventurer has grown considerably. All weapons you wield now deal twice their damage dice with each attack, but you do not double any other modifiers to damage.

For example, if you wield a longsword at 1st level, you deal 1d8 + strength damage with an attack, and at 11th level you will deal 2d8 + strength damage. If you wield a maul at 1st level, you deal 2d6 + strength damage with an attack, and at 11th level you will deal 4d6 + strength damage.

In addition, your Block value is doubled, as described in Chapter 9.

Character Advancement
Level Proficiency Bonus Feature
1 +2 -
2 +2 +1 Hit Die
3 +3 +1 Proficiency
4 +3 +1 Hit Die
5 +3 +1 Proficiency
6 +3 +1 Hit Die
7 +3 +1 Proficiency
8 +4 +1 Hit Die
9 +4 +1 Proficiency
10 +4 +1 Hit Die
11 +4 +1 Proficiency, Deadly Strike
12 +4 +1 Hit Die
13 +5 +1 Proficiency
14 +5 +1 Hit Die
15 +5 +1 Proficiency
16 +5 +1 Hit Die
17 +5 +1 Proficiency
18 +6 +1 Hit Die
19 +6 +1 Proficiency
20 +6 +1 Hit Die

Advantage and Disadvantage

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. The exception is when there are more advantages applying to the roll than disadvantages, and vice versa.

For example, if there are two instances of advantage on a roll and only one disadvantage, you are considered to have advantage. If there is one instance of advantage and three instances of disadvantage, you are considered to have disadvantage. In every case, you will still roll only one additional d20.

Long Rest

At the end of a long rest, a character regains all lost hit points and all spent Hit Dice.

Movement and Position

The rules for breaking up your move and moving between attacks are removed.

Disengage and Dodge

Disengage and Dodge are removed as actions.

Strength Attack Rolls and Damage

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

You can also add your Strength modifier to your damage roll when attacking with ranged weapons, such as a shortbow, a sling, or a longbow. The exceptions are weapons with the loading property, which do not add any ability modifiers to damage.

Dexterity Attack Rolls

You add your Dexterity modifier to your attack roll when attacking with a ranged weapon, such as a sling or a longbow. You do not add your Dexterity modifier to damage dealt with these weapons.

Two Weapon Fighting

When you spend an action to make an attack with a light melee weapon, you can attack with a different light melee weapon you are wielding. Roll for both attacks as normal, but halve any damage you deal with either attack (rounded down).

If either weapon has the thrown property, you can throw the weapon instead of making a melee attack.

Ability Checks

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the creature suffers a setback or complication in the pursuit of its goal. This may mean that progress is still made towards the objective, or it may not, as determined by the DM.

As an ability check is only necessary when there is some element of risk, the DM should have in mind an appropriate definition of failure that still moves the scene forward, before calling for such a check.

Typical Difficulty Classes
Task Difficulty DC
Very Easy 7
Easy 10
Moderate 13
Hard 16
Very Hard 19
Formidable 22
Nearly Impossible 25

Group Checks

Some examples of common group checks include the party trying to sneak past an obstacle or pool their knowledge together to recall some piece of lore.

Passive Checks

If for any reason an ability check is called for and it is determined that the checking creature is not under any time constraints or other pressures that would prevent him from attempting the task slowly and carefully, then that creature may roll its ability check as normal and take either the result or his passive check score, whichever is higher.

This rule is included for the sake of consistency, representing any creature's ability to complete simple tasks given time and persistence. As always, ability checks should usually not be called for unless there is some element of risk or a time constraint.

Proficiency Bonus

A character can gain multiple ranks of proficiency that simulate a progressing amount of expertise and mastery.

If an element of your character causes you to gain proficiency in a weapon, tool, skill, armor, shield or saving throw that you already have proficiency in, you gain the next rank of proficiency available, up to a maximum of three.

If there is an element of your character that causes you to gain proficiency in something you already have 3 ranks of proficiency in, then you can change that proficiency to another of your choice.

At your DM’s discretion, this proficiency may be limited according to your class proficiency list, the type of proficiency you are changing, or what your character has been learning and practicing during the campaign.

The proficiency rank table shows how different ranks the use of that character element.

Proficiency Rank Table
Rank 1 (Proficiency) Rank 2 (Expertise) Rank 3 (Mastery)
Armor While you are wearing this armor, you do not have disadvantage on checks that involve Strength or Dexterity, and you can cast spells. While you are wearing this armor, you add +1 to your block value. You reduce the time it takes to don or doff this armor by half, and you consider this armor’s weight to be halved for the purposes of encumbrance.
Language You understand and may communicate in this language passably. You are fully literate and may read and write in this language. You can add your proficiency bonus to ability checks made to communicate with creatures who understand this language.
Saving Throw You add your proficiency bonus to saving throws made with this ability score. You double your proficiency bonus to saving throws made with this ability score. When you make a saving throw with this ability score to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shield While you are wielding this shield, you do not have disadvantage on checks that involve Strength or Dexterity, and you can cast spells. While you are wielding this shield, you add +1 to your block value. If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
Skill You can add your proficiency bonus to ability checks made with this skill. You double your proficiency bonus to ability checks made with this skill. When you make an ability check with this skill, you may treat a d20 roll of 9 or lower as a 10.
Tool You can add your proficiency bonus to ability checks made with these tools. You double your proficiency bonus to ability checks made with these tools. When you make an ability check with these tools, you may treat a d20 roll of 9 or lower as a 10.
Weapon You can add your proficiency bonus to attack rolls made using this weapon. You add +1 to damage rolls made using this weapon. Your crit range with this weapon increases by 1 (20 -> 19-20).

Actions in Combat

Full Defense

When you take the Full Defense action, you focus entirely on protecting yourself against attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if you are immobilized.

Grappling

When you want to wrestle with a creature, break its guard, or shove it away, you can use the Attack action to make a special melee attack, a grapple.

The target of your grapple must be no more than one size larger than you, and it must be adjacent to you. You may choose to make a Strength or Dexterity check contested by the target’s choice of Strength or Dexterity.

If you win the contest, you may choose one of the following effects:

-- You restrain the target.

-- You knock the target prone.

-- You push the target. You may spend a number of yards of movement equal to your Strength modifier to push the target that many yards away from you.

If you lose the contest, you and the target are both subject to the grappled condition (see appendix A). The condition specifies the things that end it.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on any ability check it makes to perform the task you are helping with provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 1 yard of you. You feint, distract the target, or in some other way team up to make your ally's attacks more effective. If your ally attacks the target before your next turn, each attack roll is made with advantage.

Restraining

When you successfully restrain a creature, you have advantage on all attack rolls against the target, you are slowed, and when you move, the target moves with you. You can stop restraining the target at any time. The target is subject to the restrained condition (see appendix A). The condition specifies the things that end it.

When a creature is both restrained and prone, it is considered helpless. All attack rolls against that creature have advantage, and any attack that hits the creature is a critical hit if the attacker is within 1 yard of the creature.

Shift

If you spend all the movement available to you at the beginning of your turn, you may shift 1 yard in any direction. Any movement that is considered a shift does not provoke opportunity attacks.

Reactions in Combat

Block

When you wield a weapon or shield you are proficient with, you can use your reaction to block an incoming melee attack.

Reduce the damage of the attack by your block value, which is calculated by adding your Strength modifier (minimum 0) and your proficiency bonus together. If you are holding weapons or wearing armor with the defensive property, you can add each item’s defensive value to your block value.

If the damage drops to 0 or lower, you are still subject to any other effects of the attack.

When you wield a shield you are proficient with, you can use block against ranged attacks as well.

When you reach 11th level, your block value is doubled.

Dodge

When you are targeted by an attack from a creature that you can see or hear, you can use your reaction to attempt to dodge. You make a Dexterity saving throw and compare your total to the total of the attack.

If you succeed, you must shift 1 meter and the attack is considered to have missed.

If you fail, the creature that attacked you must push you 1 meter and knock you prone, and the attack is considered to have hit.

Opportunity Attack

You can make an opportunity attack when a hostile creature within your reach that you can see moves closer to you or further away from you. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves its space.

If a creature has movement to spare after being subject to an opportunity attack, it may continue to move as normal.

You can avoid provoking opportunity attacks by taking the Disengage action, or by shifting instead of moving. You also don't provoke an opportunity attack when you teleport or when something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.

Conditions

Dazed

  • The creature loses an action. If the creature has more than one action, it may choose which one to lose.

Distracted

  • The creature loses a reaction. If the creature has more than one reaction, it may choose which one to lose.

Grappled

  • The creature cannot take reactions.
  • Melee attack rolls against the creature have advantage.
  • The creature is slowed. When one creature in the grapple moves, the other generally must move with it.
  • The creature has disadvantage on Dexterity saving throws.

Either member of a grapple can try to end the grapple for free at the beginning of their turn. If their opponent lets them go, the grapple ends. If their opponent chooses to try to hold on, the two creatures contest Strength or Dexterity. The winner may choose to end the grapple or remain in the condition.

Helpless

  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 1 yard of the creature.
  • If at any time a creature cannot take any actions, reactions, or movement it is considered helpless.
  • If a creature is both prone and restrained at the same time, it is considered helpless.

Immobilized

  • The creature's movement drops to 0.

Incapacitated

  • The creature can’t take actions or reactions.
  • The creature is considered helpless.

Prone

  • The creature’s only movement option is to crawl.
  • The creature has disadvantage on all checks requiring leverage, or the full use of its body.
  • Attack rolls against the creature have advantage if the attacker is within 1 yard of the creature, and disadvantage if the attacker is further than 1 yard away.
  • Another creature cannot grapple or restrain a prone creature without falling prone itself.

The prone creature may end the condition on its turn by spending half its movement (rounded down) to stand up.

Restrained

  • The creature cannot take reactions.
  • The creature is immobilized.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

The restrained creature may attempt to escape by spending an action to grapple as described in Chapter 6. If the restrained creature succeeds, it may choose one of the successful effects of the action or break free and end the condition.

Slowed

  • The creature's movement is halved (rounded up).

Stunned

  • The creature cannot take actions or reactions.
  • The creature is immobilized and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity ability checks and saving throws.
  • Attack rolls against the creature have advantage.
Armor Table
Armor Cost Weight AC Bonus Dexterity Modifier Properties
Light Armor
Padded 5 gp 8 lb. +1 Max 5 Noisy
Leather 20 gp 10 lb. +1 Max 5 --
Studded Leather 45 gp 13 lb. +1 Max 5 Defensive (1), stiff (str 13)
Medium Armor
Hide 10 gp 12 lb. +2 Max 2 --
Chain Shirt 50 gp 20 lb. +3 Max 2 --
Scale mail 50 gp 45 lb. +3 Max 2 Defensive (2), noisy
Breastplate 400 gp 20 lb. +4 Max 2 Defensive (1)
Half plate 750 gp 40 lb. +4 Max 2 Defensive (2), noisy, stiff (str 13)
Heavy Armor
Ring mail 30 gp 40 lb. +4 -- Defensive (2), noisy
Chain mail 75 gp 55 lb. +5 -- Defensive (2), noisy, stiff (str 13)
Splint 200 gp 60 lb. +6 -- Defensive (3), noisy, stiff (str 15)
Plate 1,500 gp 65 lb. +7 -- Defensive (3), noisy, stiff (str 13)

Armor Properties

lllDefensive: While you are wearing defensive armor and are not incapacitated, you may add the number in parentheses to your block value.

Noisy: While you are wearing noisy armor you suffer disadvantage to ability checks to remain quiet.

Stiff: While you are wearing stiff armor you lower your maximum speed by 1 yard, unless you meet the strength requirement in parentheses.

Weapon Table
Name Cost Weight Damage Reach Properties
Simple Melee Weapons
Club 1 sp 2 lb. 1d4 bludgeoning 1 yd Battering (1), light
Dagger 2 gp 1 lb. 1d4 piercing 1 yd Finesse, light, thrown (range 6/14)
Greatclub 2 sp 10 lb. 1d8 bludgeoning 1 yd Battering (2), two-handed
Handaxe 1 gp 2 lb. 1d6 slashing 1 yd Light, thrown (range 6/20)
Javelin 5 sp 2 lb. 1d4 piercing 2 yd Thrown (range 10/40), versatile
Light hammer 2 gp 2 lb. 1d4 bludgeoning 1 yd Battering (1), light, thrown (range 6/20)
Mace 5 gp 4 lb. 1d6 bludgeoning 1 yd Battering (2)
Quarterstaff 2 sp 3 lb. 1d6 bludgeoning 2 yd Defensive (1), versatile
Sickle 1 gp 2 lb. 1d4 slashing 1 yd Finesse, light
Spear 1 gp 3 lb. 1d6 piercing 2 yd Thrown (range 6/20), versatile
Unarmed Strike - - 1 bludgeoning 1 yd -
Simple Ranged Weapons
Crossbow, light 25 gp 5 lb. 1d10 piercing - Ammunition (range 30/100), loading, two-handed
Dart 5 cp ¼ lb. 1d4 piercing - Finesse, thrown (range 6/20)
Shortbow 25 gp 2 lb. 1d8 piercing - Ammunition (range 30/100), two-handed
Sling 1 sp - 1d4 bludgeoning - Ammunition (range 10/40)
Martial Melee Weapons
Battleaxe 10 gp 4 lb. 1d8 slashing 1 yd Keen (1), versatile
Greataxe 30 gp 7 lb. 1d12 slashing 2 yd Heavy, keen (2), two-handed
Greatsword 50 gp 6 lb. 1d12 slashing 2 yd Defensive (1), heavy, two-handed
Halberd 20 gp 6 lb. 1d10 slashing 3 yd Heavy, keen (1), two-handed
Lance 10 gp 6 lb. 1d12 piercing 3 yd Heavy, lance
Longsword 15 gp 3 lb. 1d8 slashing 2 yd Defensive (1), versatile
Maul 10 gp 10 lb. 1d12 bludgeoning 2 yd Battering (3), heavy, two-handed
Morningstar 15 gp 4 lb. 1d8 piercing 1 yd Battering (2)
Pike 5 gp 18 lb. 1d10 piercing 4 yd Heavy, two-handed
Scimitar 25 gp 3 lb. 1d6 slashing 1 yd Finesse, keen (1), light
Shortsword 10 gp 2 lb. 1d6 piercing 1 yd Defensive (1), finesse, light
Warhammer 15 gp 2 lb. 1d8 bludgeoning 1 yd Battering (2), versatile
Martial Ranged Weapons
Blowgun 10 gp 1 lb. 1 piercing - Ammunition (range 8/35), loading
Crossbow, hand 75 gp 3 lb. 1d8 piercing - Ammunition (range 10/40), light, loading
Crossbow, heavy 50 gp 18 lb. 1d12 piercing - Ammunition (range 35/135), heavy, loading, two-handed
Longbow 50 gp 2 lb. 1d10 piercing - Ammunition (range 50/200), heavy, two-handed
Shields
Buckler 5 gp 2 lb. 1 bludgeoning 1 yd Defensive (1), light, shield (1)
Shield 10 gp 6 lb. 1 bludgeoning 1 yd Defensive (2), shield (2)
Shield, tower 35 gp 20 lb. 1 bludgeoning 1 yd Cover, defensive (1), heavy, shield (1)

Weapon Properties

lllBattering: A battering weapon smashes with ease through an opponent's guard. If damage you deal with a battering weapon is blocked, you may ignore an amount of that damage reduction equal to the number in parentheses.

Cover: While you wield a weapon with cover and aren't incapacitated, you and creatures directly behind you are granted half cover.

Defensive: While you wield a defensive weapon and aren’t incapacitated, you may add the number in parentheses to your block value.

Finesse: When making an attack with a finesse weapon, you may use your choice of your Strength or Dexterity modifier for the attack and damage roll.

Heavy: The size and bulk of heavy weapons make them hard to use with other weapons. You can only draw or stow a heavy weapon once on your turn. You can still drop a heavy weapon freely at any time.

In addition, small creatures reduce the damage die of heavy weapons they wield by one step.

Keen: A keen weapon increases your critical hit range by the number in parentheses.

Lance: You had disadvantage when you use a lance to attack a target within 1 yard of you. Also a lance requires two hands to wield when you aren't mounted.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

In addition, light weapons are ideal for close quarters combat, and boost their damage die by one step against a grappled or restrained creature within 1 yard of you.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it per turn.

In addition, weapons with this property rely on mechanical advantage to transfer energy and as such you do not add your Strength to the damage roll.

Shield: While you wield a shield and aren't incapacitated, you may add the number in parentheses to your AC. You can benefit from only one shield property at a time.

Versatile: This weapon can be wielded in one or two hands with no penalty.

If a versatile weapon is wielded in two hands, its damage die is raised by one step. In addition, each of the weapon's property values (defensive, thrown, etc.) are increased by one.