## Tiny Races ### What it Means to Be Tiny #### Size Where small and medium creatures occupy a 5 by 5 ft. space, tiny creatures only occupy a 2.5 by 2.5 ft. space. This means that up to four tiny creatures may occupy the same 5 by 5 ft space. This also means that it requires at least two tiny creatures to block movement along a 5-foot wide corridor. #### Movement Where most medium races have a base movement speed of 30 ft, and small races have 25 ft, most tiny races have a base movement speed of 20 ft. #### Lifting and Carrying Being tiny makes it harder to lift and carry heavy objects, but easier to handle delicate items. If a tiny creature attempts to handle something heavy, such as a greatsword made for a medium sized creature, the DM may call for a Strength check where a larger sized creature would automatically succeed. Tiny races have advantage on Dexterity ability checks and Dexterity saving throws. For this reason, these races are assumed to be agile, and do not need to gain a Dexterity score bonus—they will usually roll high anyway. #### Hit Points When you add your Constitution modifier to calculating your maximum hit points, this bonus cannot go above 3. #### Weapons Tiny creatures have disadvantage on attack rolls with medium-sized weapons that do not have the light property. Additionally, where small creatures have disadvantage on attack rolls for using medium-sized weapons with the Heavy property, tiny creatuers cannot use such weapons at all. #### Tiny-sized Weapons A tiny-sized weapon is a weapon made for a tiny creature. When using a tiny weapon, whenever you would add your Strength or Dexterity modifier to the damage of an attack, this bonus cannot go above 3. For example, if you have a Strength score of 20, you would only add 3 instead of 5 to the damage of the attack using a tiny weapon. #### Tiny Improvised Weapons A tiny object that bears no resemblance to a tiny weapon deals 1 damage (the DM assigns a damage type appropriate to the object). An improvised thrown weapon has a normal range of 10 feet and long range of 30 feet. ``` ``` ## Large Races ### What it Means to Be Large #### Size Where small and medium races occupy a 5 by 5 ft. space, large races take up a 10 by 10 foot area. To fit into a smaller space, a large race must squeeze into the space. This costs double movement, and while squeezing, it has disadvantage on attack rolls and Dexterity saving throws and attack rolls against it to have advantage. #### Movement Where most medium races have a base movement speed of 30 ft, and small races have 25 ft, most large races have a base movement speed of 35 ft. #### Lifting and Carrying Being large makes it easier to lift and carry heavy objects, but harder to handle small or delicate items. If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed. Large races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus—they will usually roll high anyway. #### Hit Points At 1st level, you start with an additional 1d4 hit die. You gain another at 5th, 11th, and 17th levels. #### Weapons Large races have disadvantage on attack rolls with medium-sized weapons that have the light property and cannot use tiny-sized weapons. Additionally, the damage dealt by an unarmed strike of a large race is equal to 2 + your Strength modifier. #### Large-Sized Weapons A large-sized weapon is a weapon made for a large creature. A large weapon costs twice the amount of a medium-sized one and deals an extra 1d4 damage. #### Large Improvised Weapons A large object that bears no resemblance to a large weapon deals 2d4 damage (the DM assigns a damage type appropriate to the object). An improvised thrown weapon has a normal range of 30 feet and long range of 90 feet.