TEXT: Grit and Glory
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  Core Team
  /u/TheApoApostolov - Author, Project Lead 
  Jahmal McNair - English proof-reading 
  Contributors
  Grit and Glory is built with the contributions and house rules
  by talented DM from the Reddit community.
  /u/damnedmage - Ingenious Proficiency 
  /u/ezfi - Personality Scores 
  /u/ilovegoodfood - Combat Actions 
  /u/FTangSteve - Injury Tokens 
  /u/HouseRulesForever - Player Choice Injuries 
  /u/TheCheatIsNotDead - On Death's Door 
  /u/everythingnarrative - Con-based Death Saves 
  /u/Wilhelm_III, Unknown Author - Realistic Weapons 
  /u/stormchaser6, /u/Rescon, /u/pfaffi89 - Realistic Firearms 
  /u/transmogrify - Realistic Armors 
  /u/RaccoonLX - Inventory 
  Inspiration
  These third party supplements have inspired some of the key
  mechanics in Grit and Glory.
  Fifth Edition Options by Total Party Kill Games 
  Roshambo-Style Theatre of the Mind by Wagner Volanin 
  The Comprehensive Equipment Manual by Randall Right 
  En5ider 267: Weapon Degradation by Erik Evjen 
  Darker Dungeons by /u/giffyglyph 
  The World of Farland by S.Baker 
  Thorough Feedback
  /u/ilovegoodfood, /u/Wilhelm_III, /u/Seb_veteransleeper,
  /u/stormchaser6, /u/Rescon, /u/pfaffi89, /u/LeoKeros,
  /u/Monger9, /u/Mornal, /u/dynamite8100,
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits
  Cover: "Brunner the Bounty Hunter" by Marek Okoń 
  Page 3, 63: "Night over the poor district" by Lucas Örström 
  Page 4: "Step by Step" by Flavio Bolla 
  Page 6: "Knight Watch" (MtG Card) by Matt Stewart 
  Page 7: "Fallen Warrior" by Marek Okon 
  Page 8: "Solace" by Egor Motygin 
  Page 11: "Warden" by Kim Junghun 
  Page 12: "Campfire" by Rogier van de Beek 
  Page 14: "Tavern Brawl" by Svetlin Velinov 
  Page 15: "Drescher, Falcon's Eye Hunter" (LotC Card) 
  Page 16: Thief 4 concept art by Mathieu Latour-Duhaime 
  Page 18: "An Autumn War" by zippo514 
  Page 19: "Storm the Gate" by daRoz 
  Page 26: "Armory" by Felipe Escobar 
  Page 32: Unnamed by Stepan Alekseev 
  Page 35: "Nazar, Rustedge Holder" by Sam Hogg 
  Page 36: Untitled by David Palumbo 
  Page 38: "Explorer" by UnidColor 
  Page 39: Waterdeep: Harbor by Craig Mullin 
  Page 40: Guild Wars 2 concept art by Kekai Kotaki 
  Page 42: "Night Watchman" by Eric Martin 
  Page 44: "Bard" by Lee Chak Khuen 
  Page 46: "The Foreign Market" by Rhys Griffiths 
  Page 47: "Genius Pathmage" (The Elder Scrolls card) 
  Page 50: "Sage" (Gwent card) by Bryan Sola 
  Page 54: "Field Medic" (Gwent card) by Diego de Almeida 
  Page 55: "First Strike" by Pauperia 
  Page 56: "Gug Shrine" by Dave Allsop 
  Page 57: "Rary the Traitor" by Ben Wootten 
  Page 58: "Spell Contortion" (MtG card) by Wayne Reynolds 
  Join the community!
  Credits
  2
  
  Brace Yourself...
  For decades, running realistic campaigns using
  the worlds greatest role-playing game has been
  an impossible feat. Previous editions showered
  players with supernatural abilities and magic
  items until only monsters of legend made  
  into formidable challenges.
  Dungeons & Dragons 5th Edition is a welcome
  break from that tradition. The bounded accuracy,
  reasonable power curve and flexible core rules
  need only few changes to allow for campaigns
  where players struggle to survive and face the
  unexpected consequences of combat.
  Grit and Glory is your Advanced Player's Guide to
  low fantasy and historic roleplaying using the
  world's greatest role-playing game. This book
  contains popular house rules and expanded
  combat, equipment, recovery and attritition  
  rules that focus on realism and lethality.
  Grit and Glory is intended for campaigns where
  players and opponents are made using similar
  rules. Perfect example of what these rules do best
  are the human-centric and low magic worlds of
  Game of Thrones and Conan the Barbarian.
  While these rules support traditional dungeon
  delving, monsters that scale far beyond human
  capabilities are dreadful encounters that can
  make or break your players. If you are looking for
  survival and horror fantasy like Dark Souls or
  Cthulhu Mythos, you can challenge your players
  with uncompromising difficulty and attritition.
  These rules may appear overwhelming at first but
  all rules are modular and can be introduced one
  by one in your game. Start with those that
  empower your players such as Combat Options
  and Realistic Equipment, and slowly raise the
  stakes by bringing new Recovery and Wounds
  mechanics to your game. Wounds and Recovery
  mechanics are best suited for campaigns starting
  at level 3-5 and can be very lethal at lower levels.
  Grit and Glory is product of one year of design
  and playtesting and is actively supported. You  
  can leave feedback or suggestions on Reddit.
  3
  
  Exceptional Success
  Any noncritical Attack Roll that beats AC by 10 or any Skill
  Roll that beats DC by 10 is considered Exceptional Success.
  If your Attack is an Exceptional Success, you may reroll one
  weapon die before calculating the damage. If you do, you can
  choose between the two results.
  If your Skill check is an Exceptional Success, it is also a
  Critical Success (up to DM's discretion). The DM may give you
  advantage to one related follow-up skill check.
  Skill Check Retries
  When another player attempts a Skill check roll to gain new
  information (Perception, History, Arcana, etc.) from the DM
  and fails, you may attempt the same check only if you have a
  higher Skill modifier than theirs, and if the DM allows it.
  Helping Others
  When you use the Help action to aid another character in a
  task, you must have proficiency in that Skill and make a DC
  10 skill check with that skill.
  Group Checks
  When the DM makes all players to roll the same skill check
  (such as Perception or Insight) the check may require that
  more than one success is made. A standard group check may
  require successes equal to one third of the players, rounded
  up. A group of 5-6 players needs 2 successes to succeed.
  When the party is trying to gain complex information that
  can be broken into separate parts, each success earns one
  piece of it, starting with the most vague. Very valuable and
  complicated information may require additional successes.
  Any player that rolls an Exceptional Success or a Critical
  Success counts as two successes.
  Stacking Advantage
  Player's Handbook (pg. 173) states that multiple advantages
  and disadvantages do not stack. You can increase realism and
  tactical complexity by allowing multiple advantages and
  disadvantages to stack. To stack, they need to originate from
  different players or conditions, for example being Prone and
  Frightened at the same time.
  Any additional advantage after the first gives a +1 bonus to
  the roll (max +3) and any additional disadvantage after the
  first applies a -1 penalty to the roll (max -3).
  Part I
  Playing the Game
  4
  
  Character Creation
  Ingenious Proficiency
  Unless you are a spellcaster, Intelligence can be one of the
  least useful scores in Dungeons and Dragons 5th Edition. To
  remedy that, your cunning mind unlocks the potential to learn
  more skills and knowledge than others.
  When creating a character, you gain a number of points
  equal to your Intelligence modifier (minimum of 0). Subtract 2
  if your class is capable of casting spells based on your
  Intelligence. These points can be spent on the table below.
  Proficiency Costs
  Benefit
  Cost
  Class or Background Skill proficiency
  2
  Double proficiency for a Skill you are proficient in
  3
  Language proficiency
  1
  Tool proficiency
  1
  Double proficiency for a Tool you are proficient with
  2
  Single Weapon proficiency
  1
  When you permanently increase your Intelligence modifier,
  you may spend additional points as normal. Proficiencies
  learned by spending points cannot be lost once gained.
  Option: Personality Profile
  A Personality Profile is a tool for players who are uncertain
  about what action their character should take. Whenever you
  aren't sure how your character would act or react, you can
  decide with a die roll plus a modifier based on your
  character's personality traits.
  You do not have to follow the result of a personality
  check if you don't like it. The DM may suggest a Personality
  check, but can't make you roll or abide to the result.
  Creating a Personality Profile
  To fully sketch your character's personality, you may assign an
  advantage or disadvantage to any trait. You may assign double
  advantage or double disadvantage when certain traits are
  incredibly strong or devastatingly weak. As characters develop
  with time, you can change your profile at any point.
  Personality Check
  When you want to check a certain personality trait, make an
  Intelligence, Wisdom or Charisma ability check using the
  advantage or disadvantage (normal or double) assigned to the
  chosen trait. Then compare with DC in the Difficulty table.
  Intelligence. Making a calm decision based on clearly
  understanding how your personality affects you and others,
  and whether the outcome benefits you.
  Wisdom. Resisting giving in to your emotions and
  personal urges, or making a choice between options while
  clouded by emotion, conflict, beliefs, or delusions.
  Charisma. Expressing your personality and emotions in a
  way that satisfies your urges, or affects others in a
  profoundly dramatic way.
  Difficulty
  DC
  Simple emotions. Easy to resist urges. Obvious
  decisions with few risks involved.
  10
  Strong emotions. Powerful urges. Challenging
  decisions with significant consequences.
  15
  Overwhelming emotions. All-consuming urges. Very
  difficult decisions with significant consequences for
  many, clouded by beliefs or delusions.
  20+
  Personality Traits
  Trait
  Description
  Bravery
  How well you handle fear and danger
  Reasoning
  Your ability to think your actions through
  and acknowledge bad ideas
  Discipline
  Your ability to commit to a routine, code,
  or rule despite adversity
  Stoicism
  Your ability to keep your emotions and
  pain to yourself
  Stability
  How emotionally volatile you are
  Optimism
  Your tendency to keep a positive attitude
  Risk-taking
  How willing you are to take risks
  Social Bravery
  Your resistance to social anxiety
  Introspection
  How well you can reevaluate your
  behavior and grow as a person
  Open-
  mindedness
  Your ability to accept when you are
  wrong and change your mind
  Social Awareness
  How aware you are of social norms
  Self-control
  Your ability to resist temptation
  Patience
  How well you can handle boredom
  Eloquence
  Staying calm and logical during
  emotionally charged conversations and
  debates
  Anger
  Management
  Your ability to resist resorting to violence
  when you're angry
  Grieving
  How affected you are when reminded of
  a loss
  Desire
  How easily you are distracted by or
  infatuated with attractive people
  Trauma
  How much a disturbing moment will
  traumatize you
  Mental Health
  The state of your mental health at the
  moment
  Trust
  How willing you are to trust people
  Confidence
  Your overall belief in yourself
  Narcissism
  Your self-obsession above all others
  Machiavellianism
  Your desire to manipulate others
  Psychopathy
  Your lack of empathy and sympathy
  5
  
  Combat
  Initiative Rush
  At the end of your combat turn, you may announce that you
  want to rush your next turn. If you do so, raise your Initiative
  for the duration of the combat by 2 + Dexterity modifier
  (minimum of 1). On your next turn after rushing, you
  experience the following effect:
  your gain 1 level of Exhaustion
  combat actions (see pg. 13-16) can't be used this turn
  movement speed is halved during the turn, rounded down
  only spells with level equal or lower than your level divided
  by 3, rounded down, can be cast this turn
  Wounds
  If you take damage exceeding 12 + your Constitution Modifier
  (Wound Threshold) from a single attack, ability, spell, or trap
  that deals lethal damage, you receive a Wound Risk token.
  At the end of the combat turn, make a Constitution saving
  throw at DC 14 + 1 for each Wound Risk during this turn, or
  you suffer a Wound. A critical success always resists, while
  critical failure always suffers the Wound. If any single damage
  taken is higher than twice your Wound Threshold, you don't
  need to make the end of turn roll and always suffer a Wound.
  At the end of the turn, remove all Wound Risk tokens.
  Until end of combat or encounter, you lose 1 hit point
  bleeding damage at the beginning of your combat turn for
  each Wound you have suffered since the start of that combat.
  You can stop the bleeding during combat if you spend your
  action and make a DC 12 Wisdom (Medicine) check.
  Open Wounds can be removed with a DC 15 Wisdom
  (Medicine) skill check and expending one use of a healer’s kit
  (contains 10 uses). A wound can also be removed with any
  kind of rest and the expenditure of a Hit Die. This die does not
  grant hit points, it only removes the wound.
  Wounds can also be removed with curative magic. Magic can
  cure both hit point damage and remove one Wound per die of
  healing, or 5 points of non-dice healing. For example, potion
  that heals 2d4+2 hit points also cures two Wounds.
  If you have more Wounds than your level plus Constitution
  modifier (minimum of 3), you are immediately knocked
  unconscious. You keep the same number of hit points but are
  unconscious. If not stabilized before, in 2d4 hours you regain
  consciousness and lose one Wound.
  Injuries
  Every time you fall unconscious due to damage or excess
  Wounds, you take one Injury token. Record the damage
  amount and damage type for each token. At the end of the
  combat encounter, roll on the Injury Severity tables (pg. 7, 59-
  64) depending how many Injury tokens were accumulated
  during that encounter. The Injury token with the highest
  damage value decides the damage type of the injury.
  Additionally, every time you suffer a critical hit or critical
  fumble, you may choose to take one Injury Token and instead
  suffer normal damage or ignore the critical fumble effect.
  Nonlethal Damage
  Nonlethal damage must be announced before damage is
  rolled, not after. You may announce that all damage dealt to
  specific creature is nonlethal and change your mind at any
  time. You may choose nonlethal damage only if you can
  concentrate while dealing damage. Nonlethal damage does
  not cause Wounds or give Injury Tokens. If a nonlethal attack
  reduces a creature to 0 hp, you may choose to either make it
  unconscious, or automatically succeed to disarm it.
  Weapons without the Nonlethal property deal only 1 plus
  Strength modifier in non-lethal damage. Critical hits cannot
  deal nonlethal damage and may lead to accidental kills.
  NPC Wounds
  Monsters do not suffer
  Wounds, only damage.
  NPCs apply proficiency
  modifier instead of
  player level to maximum
  number of Wounds.
  Massive Damage
  When you take over 50%
  of your maximum HP in
  damage from attack,
  falling, explosions, traps,
  etc. the DM can rule you
  take one or more Injury
  tokens.
  
  Suffering Injuries
  It is inevitable that even great heroes fall once or twice. If you
  gain one or several Injury Tokens during combat, at the end of
  that encounter you must roll on the Injury Severity tables.
  Severity outcome decides the kind of roll you must make on
  the Injury tables on the following pages 33 to 38. There is a
  separate Injury table for each damage type, decided by the
  Injury token with the highest damage amount.
  If the roll you must make has more modifiers or even has
  advantage, there's less risk for suffering fatal injuries that can
  take you out of adventuring career until you can afford long
  recovery or expensive magical healing.
  Severity 1: One Injury Token
  (Roll 4d6, then divide by 2, rounding up)
  4d3
  Injury Roll
  4
  Escalate: Gain 1 injury token. Roll on Severity 2
  5 - 9
  Minor: Proficient Constitution save, advantage
  10 - 11 Medium: Constitution check, advantage
  12
  Major: Natural 1d20 roll, advantage
  Severity 2: Two Injury Tokens
  3d4
  Injury Roll
  3
  Escalate: Gain 1 injury token. Roll on Severity 3
  4
  Major: Natural 1d20 roll
  5
  Medium: Constitution saving throw
  6 - 8
  Minor: Constitution saving throw, advantage
  9 - 10 Medium: Constitution saving throw
  11 - 12 Major: Natural 1d20 roll
  Severity 3: Three Injury Tokens
  2d6
  Injury Roll
  2
  Escalate: Gain 1 injury token. Roll on Severity 4
  3
  Major: Natural 1d20 roll
  4 - 6
  Medium: Constitution check
  7
  Minor: Constitution check, advantage
  8 - 9
  Medium: Constitution saving throw
  10 - 12 Major: Natural 1d20 roll
  Severity 4: Four Or More Injury Tokens
  1d12 Injury Roll
  1 - 2
  You will die in three combat rounds.
  3 - 5
  Extreme: Natural 1d20 roll, disadvantage
  6
  Medium: Constitution check, disadvantage
  7
  Minor: Constitution check, advantage
  8 - 9
  Medium: Constitution check
  10 - 12 Major: Natural 1d20 roll
  Option: Overcoming Pain
  When an injury requires a Constitution check to overcome
  nerve damage or lose your action and reaction until your next
  turn and you fail that roll, you may choose to exert yourself
  despite debilitating pain and dealing internal damage to your
  body.
  If you choose so, you execute the action as normal, but take
  internal damage as shown on the table, below. You still can't
  use your reaction until your next turn.
  Overcoming Nerve Injury
  DC
  Internal Damage
  10
  1d4 + half your level, rounded up
  15
  1d8 + your level
  Excess Injury
  For every Injury token above four, DM may
  require an additional roll on Table 4. These
  additional rolls are only for avoiding sudden
  death. If you roll 1 or 2, you will die in three
  combat rounds. If you roll any other value,
  the additional roll has no effect.
  7
  
  Attrition and Death
  Combat Conditions
  The lingering marks of combat and physical pain affect your
  appearance and actions. People can read the signs of bodily
  damage and may act caring or aggressive. Realistic and
  engaging narration of the effects from combat should be
  rewarded with Inspiration Points.
  Bruised
  When you lose 1/4 of your Max HP, you are bruised. Your
  body or face is covered with visible scratches and bruises, and
  you have minor lingering pains. Anyone can recognize
  exposed damage with a Wisdom (Insight) check vs DC 10 +
  your Constitution (Deception) skill. Hiding it or using makeup
  can add +5 or +10 to the DC.
  Bloodied
  When you lose 1/2 of your Max HP, you are bloodied. Your
  body has open wounds or massive hematomas, and you feel
  intense pain during physical feats requiring Strength or
  Dexterity. Even if your wounds are hidden, anyone can
  recognize the signs of pain with a Wisdom (Insight) check vs
  DC 5 + your Constitution (Deception) skill.
  Beaten
  When you drop below 1/4 of your Max HP, you are beaten.
  Your body is a mess of bleeding open wounds, cracked or
  splintered bones, or much worse. You feel severe pain just by
  simply moving around.
  When you become beaten and you have 2 or fewer levels of
  Exhaustion, you gain 1 additional level of Exhaustion that only
  comes into effect after the combat ends and the adrenaline
  rush wears off.
  Dying
  When you drop to 0 hit points and start dying, and you have 2
  or fewer levels of Exhaustion, you gain 1 level of Exhaustion
  that comes into effect immediately if you are stabilized and
  raised on your feet.
  On Death's Door
  Even if an enemy attack or a deadly trap deals a finishing blow
  that takes your last hit points, you may still rely on your
  fortitude to avoid immediately losing consciousness.
  When your hit points drop to 0, you may attempt a
  Constitution save at DC equal to the total amount of damage
  dealt to you. If your succeed, instead of dropping unconscious
  you remain standing and may take actions as normal.
  However you suffer one level of Exhaustion and take one
  Injury Token. You are still dying and must make Death Saves
  at the start of your turn.
  The On Death's Door condition appears similar to the
  beaten condition, and you are still a target for enemy attacks.
  If anyone attempts to recognize that you are dying even while
  not prone and unconscious, they must roll a DC 10 Wisdom
  (Insight) check. If they fail, they cannot spot the difference.
  Healers would naturally help unconscious allies, first.
  Stabilizing Dying Characters
  When performing a Death Save, you must meet or exceed a
  DC with a natural d20 roll. Help action or stout constitution
  can improve your odds. Rolling 20 on the roll counts as two
  successes, not an automatic stabilization.
  DC
  Situation
  12
  Victim makes Death Saves alone, without Help
  10
  Victim receives non-proficient Help action
  8
  Victim receives Medicine-proficient Help action
  -1
  For each +2 Constitution modifier of the victim
  +1
  For each -1 Constitution modifier of the victim
  
  Expanded Exhaustion
  The Exhaustion condition covers all effects from casual
  exhaustion to life drain. These rules allow to differentiate
  between normal fatigue and more dangerous effects.
  Levels 1-3 of Exhaustion (called Soft) often happen with
  strenuous activity like working, training or fighting. Soft
  Exhaustion accumulates easily but is recovered quickly with a
  short or longer rest. Any rule or DM decision that makes you
  gain Soft Exhaustion increases your Exhaustion only if your
  current Exhaustion is level 2 or less.
  Levels 4-6 of Exhaustion come in play when you push past
  your limits or your life is being drained. If you have 4 or more
  levels of Exhaustion, you may recover a level of Exhaustion
  only during long or full rest.
  Soft Exhaustion
  Level Will DC Effect
  1
  –
  Disadvantage on Ability checks
  2
  –
  Speed halved. Anyone can tell you're tired
  with DC 15 Wisdom (Insight) check.
  3
  15
  Disadvantage on Attack rolls and Saving
  Throws. Anyone can tell you're very tired
  with DC 10 Wisdom (Insight) check.
  Heavy Exhaustion
  Level Will DC Effect
  4
  18
  Hit point maximum halved. Anyone can tell
  you're extremely tired or weak. You can
  concentrate on one thing only, such as a
  spell or enemy target, and ignore all the rest.
  You're limited to simple mental tasks.
  5
  20
  Speed reduced to 0. Anyone can tell you're
  on the verge of passing out. You cannot
  concentrate, or cast spells requiring
  Concentration. You have blurry vision,
  tunnel vision, or vertigo and may experience
  hallucinations (up to DM).
  6
  25
  You are Dying. Any additional Exhaustion
  counts as two failed death saves.
   
  Player's Handbook Compatibility
  All Exhaustion effects in other Dungeons &
  Dragons books are considered normal Exhaustion.
  The wording "if you have 2 or fewer levels of
  exhaustion..." used elsewhere in this supplement is
  a PHB-combatible definition of Soft Exhaustion.
   Ignoring Exhaustion
  When you attempt an action with a listed Will DC, that has a
  chance to increase a level of Exhaustion, you must make
  either a Constitution or Wisdom saving throw to muster the
  strength to do it. If you fail, you find an excuse not to do it.
  Excess Soft Exhaustion
  If you have reached the maximum level of Soft Exhaustion
  and you take another level of it, instead of increasing your
  Exhaustion level reduce your maximum hit points by your hit
  die maximum value.
  Your maximum hit points return to normal when you finish
  a long or full rest with no levels of Exhaustion.
  Option: Combat Fatigue
  The following rule is useful only when you are engaged in
  prolonged combat on a battlefield or in a duel with heavily
  armored opponent.
  During long combat encounters, you gain a level of Soft
  Exhaustion after a number of combat rounds equal to 6 + your
  Constitution modifier. Every weapon and armor you use that
  has the Heavy property decreases this number by 2.
  At any time during combat, you may spend your whole turn
  catching a breath and remove 1 level of Soft Exhaustion
  added by this rule.
  Option: Mental Exhaustion
  Intense mental activities such as studying, deciphering,
  solving a problem that takes longer than an hour, may inflict a
  level of Mental Exhaustion. This variant of Soft Exhaustion is
  strictly limited to brain activity.
  Mental Exhaustion is tracked separately from Exhaustion.
  Effects that lower Exhaustion also lower Mental Exhaustion
  by the same number of levels.
  Mental Exhaustion
  Level Will DC Effect
  1
  –
  Disadvantage on Intelligence, Wisdom and
  Charisma checks
  2
  –
  Speed of mental activity halved. You feel
  sleepy, and may ignore fine detail.
  3
  15
  Speed of mental activity halved again.
  Disadvantage on Intelligence, Wisdom and
  Charisma saving throws. You barely maintain
  your focus on the subject of your study, and
  ignore all the rest.
  Option: Arcane Exhaustion
  If you are a spellcaster and you are out of spell slots, you may
  still cast spells drawing from your own life energy, while
  risking lasting damage to yourself. If you do, you gain levels of
  Arcane Exhaustion equal to half of the spell level, rounded up.
  Arcane Exhaustion has the same effects as Exhaustion, but
  doesn't recover with any rest. It can only be recovered by a
  restorative spell of level equal or higher than twice the level of
  Arcane Exhaustion. Example: 3 levels of Arcane Exhaustion
  can only be removed by Regenerate or better spell, while no
  known spell can remove 5th level. When such spell is cast, you
  lose all levels of Arcane Exhaustion.
  9
  
  Realistic Conditions
  These rules expand existing conditions in Player's Handbook,
  or introduce new conditions with focus on realism. You can
  create spells or abilities that use the new conditions.
  Grappled
  If you have Strength of 13 or more, you can spend your
  action to make an opposed Grapple check to restrain them.
  If you succeed, the creature is Restrained by you. If you fail,
  the Grapple is broken and the creature can use its reaction
  to make an opportunity attack against you.
  Restrained
  A creature remains restrained by you as long as it is
  grappled by you. If the grapple breaks, it is no longer
  Restrained by you.
  If you have Strength of 13 or more, you can spend your
  action to perform an opposed Grapple check to subdue
  them. If you succeed, the creature is Subdued by you. If you
  fail, the Grapple is broken and the creature can use its
  reaction to make an opportunity attack against you.
  Subdued
  Subdued creatures are usually pinned against hard surface,
  their limbs held in a lock and struggling under body weight.
  You can subdue creatures with the same size or smaller
  than you. Creatures larger than you cannot be subdued.
  A subdued creature is unable to perform any actions other
  than opposed Grapple checks to break the grapple, or cast
  spells and cantrips with verbal component only.
  A subdued creature does not benefit from Dexterity and
  Shield bonus to AC.
  During your turn, you must spend your action to maintain
  the subjugation. If you choose to use it for anything else,
  the creature is no longer subdued by you.
  During your turn and as long as you have used your action
  to maintain the subjugation, you can attempt a Disarm
  action as a bonus action.
  A creature remains Subdued by you as long as it is also
  grappled and restrained by you. If the grapple breaks, it is
  no longer Subdued by you.
  Shaken
  A shaken creature is dealing with the initial shock from a
  horrifying sight or a powerful enemy attack.
  A shaken creature has disadvantage on its first Ability
  Check or Attack roll after being shaken.
  If a shaken creature is subjected by an effect that makes it
  become shaken again, it becomes stunned (if the source of
  damage or force) or frightened (if the source is fear and the
  creature is not immune to fear).
  Frightened
  If a frightened creature is subjected by an effect that
  causes it to become frightened again, the creature must
  make a Wisdom saving throw at DC 8 + proficiency bonus
  + Charisma modifier of the source of the effect. If it fails
  the save, it becomes Panicked.
  Panicked
  An unspeakable dread can break the will of weaker creatures
  and send them running for their lives.
  A panicked creature remains panicked as long as it is
  frightened. If it is no longer frightened, it stops panicking.
  A panicked creature must Disengage or Dash with all its
  movement speed from the source of its fear, as well as any
  other dangers it encounters, along a random path. The
  creature uses the Dodge action anytime it can, and will
  attack or interact with obstacles, use special abilities
  including spells as means to escape. If cornered, a
  panicked creature cowers and does not attack.
  At the start of its turn, a panicking creature must make a
  Wisdom saving throw at DC 8 + proficiency bonus +
  Charisma modifier of the source of the fear. If it succeeds,
  it is no longer panicked. It may continue to fake out
  panicking to surprise any pursuers.
  Creatures immune to fear are also immune to the
  Panicked condition.
  Pain-wracked
  The creature is experiencing excruciating pain that inhibits its
  ability to maintain control over its actions. It can suffer Pain-
  Wracked condition along with ongoing damage due to burning
  alive, dissolving into acid, being eaten by swarm of bugs or
  rats, extreme torture or surgery without anesthesia, or when
  its mind is crushed by a powerful psychic entity.
  Pain-wracked creature suffers disadvantage to all skill
  checks and attack rolls, and its movement speed is
  decreased by 10.
  Pain-wracked creature does not benefit from Dexterity and
  Shield bonus to AC.
  At the start of its turn, a pain-wracked creature must make
  a DC 15 Wisdom saving throw. If it fails the saving throw, it
  must use its action to attempt to cancel the ongoing
  damage, and cannot use its bonus action or reaction until
  the start of its next turn. If it fails by 5 or more, it also can
  only use its movement to flee in a direction away from the
  source of pain and drops prone if it enters difficult terrain
  or obstacles. If it fails by 10 or more, it always drops prone
  after using its movement action.
  The action required to cancel the ongoing damage must be
  a saving throw with appropriate attribute: Strength (to
  open a bear trap), Dexterity (to remove burning clothes),
  Constitution (to withstand dissolving flesh), Intelligence
  (defend against psychic intrusion), Wisdom (brace for the
  pain during surgery), or Charisma (let out your anguish as
  the pain engulfs you). The DC is either Trap or Poison DC,
  a creature's Save or Spellcasting DC or if nothing else
  applies, either 15 or half the damage taken since the end of
  the previous turn, whichever is higher.
  If a creature manages to remove the source of pain or the
  ongoing damage effect ends, it is no longer pain-wracked.
  Pain-wracked creature that drops unconscious or dying
  cannot be stabilized unless it is no longer pain-wracked.
  Creatures immune to pain are also immune to the Pain-
  wracked condition, such as undead and constructs.
  10
  
  Nauseated
  Nauseated is a lesser variant of Poisoned condition. It can be
  caused by consumption of spoiled food or water or exposure
  to toxic conditions without direct contact with poisons.
  Nauseated creatures suffer disadvantage to all Strength,
  Dexterity and Constitution saving throws.
  At the end of each turn a nauseated creature can make a
  DC 10 Constitution saving throw to end the Nauseated
  condition.
  Poisoned
  When a poisoned creature takes poison damage equal or
  more than its Constitution modifier (minimum of one), its
  hit points maximum is reduced by 1d6.
  While poisoned creature's hit points maximum is reduced
  below half its normal amount, it suffers disadvantage to
  Dexterity and Constitution saving throws and movement
  speed is reduced by 10. This effect persists even if the
  creature is no longer Poisoned, as long as its hit dice
  maximum is reduced below half.
  While poisoned creature's hit points maximum is reduced
  below quarter of its normal amount, it suffers the effect of
  the Stunned condition and can speak weakly and is
  vaguely aware of the surroundings. This effect persists
  even if the creature is no longer Poisoned, as long as its hit
  dice maximum is reduced below quarter.
  When a creature with damaged hit points maximum takes
  any rest without the Poisoned condition, using hit dice and
  magical means of recovering hit points also recover the
  same amount in hit point maximum.
  Resilience
  Resilience is the lesser variant of the Damage Resistance and
  Condition Immunity. While standard rules for Resistance and
  Immunity work great for supernatural beasts and monsters,
  most realistic humanoids can only benefit from genetic or
  trained resilience.
  When a creature resilient to a damage type takes damage
  of the same type, the damage taken is reduced by an
  amount equal to twice its Constitution modifier, up to half
  the total damage dealt.
  When a creature resilient to a condition is targeted by
  effect or spell that inflicts the condition, it must make a DC
  12 Constitution (for physical conditions) or Wisdom (for
  mental conditions) saving throw to avoid suffering the
  condition.
  When a creature resilient to damage type or condition
  receives another resilience to the same damage type or
  condition, it gains Resistance to the damage type or
  Immunity to the condition.
   
  Using The New Conditions
  You can make fantasy player races and classes fit a
  realistic campaign by changing all references of
  Resistance and Immunity to Resilience.
  When players save against fear or fail against fear
  they have resisted before, you can apply the milder
  Shaken condition instead.
  Any ongoing effect that does on average more
  than 10 damage per round and over 3 or more
  rounds will also cause the Pain-wracked condition.
  11
  
  Resting and Recovery
  Breather
  Taking a breather is a short period of rest, at least 5 minutes
  long, after a strenuous activity. During that time you may rest,
  slake your thirst and hunger, or check on a single wound and
  bandage it.
  During a breather, you may spend one Hit Die for healing or
  removing a Wound. If a Hit Die is spent to heal, you roll the die
  and add your Constitution modifier to it. You regain hit points
  equal to the total.
  Short Rest
  A short rest is a period of downtime, at least 1 hour long,
  during which you do nothing more strenuous than light
  activity like eating, drinking, reading, and tending to wounds.
  You can spend Hit Dice at the end of a short rest for
  recovery or removing a Wound, up to 1 + Constitution
  modifier (minimum of 1). For each Hit Die spent in this way,
  you roll the die and add your Constitution modifier to it. You
  regain hit points equal to the total. If you have exactly 1 level of
  Exhaustion, you can remove that level.
  You can't benefit from more than two short rest in a 24-hour
  period, and you must have at least 1 hit point at the start of the
  rest to gain its benefits.
  Long Rest
  A long rest is a period of extended downtime, at least 8 hours
  long, during which a character sleeps for at least 6 hours and
  performs no more than 2 hours of light activity, such as
  reading, talking, eating, or standing watch. If the rest is
  interrupted by a period of strenuous activity - at least 1 hour of
  walking, fighting, casting spells, or similar adventuring activity
  - you must begin the rest again to gain any benefit.
  Realistic Going On without Rest
  Xanathar's Guide to Everything (pg. 78) establishes
  simple rules for going on without any sleep.
  To improve realism, assume that Constitution
  checks and Exhaustion kicks in not after 24 hours
  but after 48 hours of no sleep. Also, if going on
  without sleep makes you get to second level of
  Exhaustion, you automatically progress to third level
  of Exhaustion.
  During a long rest, you must be able to sleep with some
  comfort and consume at least 2 pints of water and a ration. If
  you can provide both, you reduce 1 level of Exhaustion. If you
  cannot provide one or both, you gain 1 level of Exhaustion.
  At the end of a long rest, your hit points remain unchanged.
  However, you regain up to half of your total number of Hit
  Dice, rounded down. Any Hit Dice above the maximum
  amount for your level must be spent during the long rest for
  recovery or removing Wounds, otherwise they are lost.
  You can't benefit from more than one long rest in a 24-hour
  period, and you must have at least 1 hit point at the start of the
  rest to gain its benefits.
  Full Rest
  A full rest is a period of downtime, at least 24 hours long,
  during which you sleep at least 6 hours, and perform light
  activity or nonstrenuous physical or mental labor for up to 2
  hours.
  A full rest cannot be attempted while in the wilderness,
  while sleeping on dirt or stone, or while wearing armor. You
  must be in a safe location where you do not feel the need to
  keep watch or constantly be on guard. You must also consume
  at least 3 pints of water and 2 rations. If you can provide all of
  the above, you lose up to 2 levels of Exhaustion. For each
  source of life sustenance you cannot provide, you gain 1 level
  of Exhaustion.
  At the end of a full rest, you recover all lost hit points and
  regain all spent Hit Dice. A full rest also counts towards
  recovery for any serious Injuries. You must have at least 1 hit
  point at the start of the rest to gain its benefits.
  12
  
  Combat Actions
  C
  b
  A i
  i l
  h i
  il bl
  Combat Actions are common martial techniques available to
  anyone of any class. You can use one Combat Action in your
  turn, using weapon with one of the properties listed next to its
  name, and you must be proficient with it.
  Actions marked with 
   icon take your whole Action, while
  with 
   replace one of your Attacks. Actions with 
   use your
  Movement. Actions marked with 
   can be used anytime you
  can use your reaction.
  Melee Actions
  Power Attack 
   (Heavy)
  Before you make an attack with a heavy melee weapon that
  you are proficient with, you can choose to take a -5 penalty to
  the attack roll and attempt to put more of your raw strength
  behind a blow that deals extra damage.
  If the attack hits, you add 2 + your Strength modifier
  (minimum 1) to the attack's damage. While you are raging,
  you may instead add twice your Rage damage.
  Stagger 
   (Bludgeoning Weapon)
  Before you make an bludgeoning attack with a melee weapon
  that you are proficient with, you can choose to take a -5
  penalty to the attack roll and try to disrupt the movement of
  your target while attacking.
  If the attack hits, the target's movement speed is reduced by
  10 until the end of its next turn. If its speed is reduced to 0
  this way, it immediately drops prone. Until the target recovers
  its movement speed to full it cannot use the Dash, Disengage
  and Dodge actions.
  Feint 
   (Light or Finesse)
  Before you make an attack with a light or finesse melee
  weapon that you are proficient with, you can use your reaction
  and perform a feint to fake out your opponent.
  Make a Charisma (Sleight of Hand) check contested by the
  target's Wisdom (Insight) or Intelligence (Perception) check
  (the target chooses the ability to use). If you succeed, you have
  advantage on that attack. If you fail you have disadvantage on
  the attack roll and you cannot succeed a Feint against this
  target for the rest of this combat.
  Deflect 
   (not Light nor Finesse)
  When a hostile creature that you can see declares a melee
  attack against you and it has disadvantage on the attack roll,
  you may use your reaction to attempt to deflect the attack. You
  can attempt to deflect so only before damage is rolled.
  If you do and you are proficient with the weapon that you
  are currently wielding, roll your weapon damage dice without
  any modifiers. The attack damage is reduced by that result.
  Riposte. If your weapon has Parry property and your
  Deflect result negates all attack damage and your weapon has
  Parry property, you can follow up with a single melee attack
  against the same target.
  Counter 
   (Finesse or Parry)
  When a creature misses you with a melee attack by 10 or
  more and you have advantage against that creature, you may
  use your reaction to perform a single melee attack against that
  creature.
  Realistic Stand from Prone
  Rising from a throw or fall is a difficult thing in the
  heat of battle. It takes training and skill to do so very
  quickly and even more so when faced with an
  aggressive adversary.
  You must spend half your movement to stand
  from prone. When threatened, you can attempt to
  stand up by making a Dexterity (Acrobatics) or
  Strength (Athletics) skill check at DC 10 + 2 for
  each enemy engaged with you. Failure provokes an
  attack of opportunity reaction from all opponents in
  reach. If any opportunity attack roll beats your AC by
  10 or more, you remain prone.
  If you beat the Stand from Prone DC by 5 or
  more, you may also choose to tumble 5 feet in
  occupied space and stand up there.
  Trip 
   (Reach)
  While wielding a melee weapon with reach, you can use your
  weapon to perform the Shove a Creature action (see Player's
  Handbook pg. 195) but you can use your Attack roll instead of
  skill check.
  This action has the same reach as your weapon but since
  you are using your weapon to perform the action, you are
  open to retaliation. Any hostile creatures that have reach with
  you may take an opportunity attack against you.
  Raise Shield 
  If you are wielding a shield and you are hit by an attack roll
  that is equal to or only one greater than your AC, you may
  interpose your shield between yourself and the attack. The
  attack deals you no damage, but your shield is damaged in the
  process. It suffers a -1 penalty to its AC each time you block in
  this fashion. If your shield's AC reaches 0, it is destroyed.
  Magical shields self repair AC equal to the AC bonus
  granted by the enchantment each long rest and may block
  critical hits that meet the above criteria.
  Sunder 
   (Heavy or Severing)
  Before you make a melee attack with a heavy weapon against
  a target creature with which you have advantage, you can
  instead declare that you wish to attack that target's armor.
  If the attack hits and deals damage equal to or greater than
  the target's AC, excluding any bonuses from the target's
  Dexterity modifier, a piece of armor of your choice suffers a -1
  penalty to its AC. The creature wearing the armor takes half
  damage from this attack.
  A single piece of equipment cannot have its AC reduced in
  this way by more than 3. If that piece of equipment's AC drops
  to 0, excluding any bonus from the target's Dexterity modifier,
  it is destroyed.
  The target creature must be wearing non-magical armor,
  does not effect natural armor, and must not be receiving an AC
  buff through magical means, such as the Shield spell.
  13
  
  Ranged Actions
  Aim 
   (Ranged Weapon)
  If your target hasn't moved during its previous turn, you can
  spend your movement to stand still, hold your breath and aim
  with a ranged weapon. Until the end of this turn, your next
  ranged attack against that target has advantage.
  Aiming requires concentration. If you maintain spells
  requiring Concentration, Aiming causes them to end.
  Movement Actions
  Charge 
  When you take the Dash action, you may declare to dash a
  charge. You must move in a straight line towards a target
  creature that is at least 10 feet away. You must have a clear
  path toward your target, and nothing should hinder your path
  (such as difficult terrain or obstacles). If you finish a Charge
  within reach with your target, you may follow it with one of
  these options:
  Strike. You can make a single melee attack. The attack
  deals additional damage equal to the distance you charged
  divided by 5, up to your Strength or Constitution modifier
  (your choice, minimum of 1). You may also reroll one of the
  weapon dice and choose between the two results.
  Slam. You provoke an attack of opportunity from your
  target. Then perform a Shove a Creature action (Player's
  Handbook, pg. 195). If you succeed, the creature is shoved
  twice the normal distance, or shoved as normal then knocked
  prone. You may choose to move up to five feet in the direction
  you are shoving your target.
  Tackle. You can make a single unarmed strike attack. If it
  fails, you provoke an attack of opportunity from your target
  and your Tackle fails. If you hit, the attack deals normal
  damage and you make an opposed Grapple check with your
  target. If your target is the same size as you, you have
  advantage to the Grapple check. If the Grapple succeeds, both
  you and your opponent are knocked prone and your target is
  subjected to the grappled condition. If you are size greater
  than your target, the target is also restrained.If the Grapple
  fails, you are knocked Prone and your target is unaffected.
  Brace 
  You use one of your Attacks and focus on setting yourself up in
  a steady stance or bracing yourself against a solid object for
  additional support. Until the start of your next turn, you make
  any Strength checks or Strength saving throws with
  advantage.
  You lose the benefit of Brace if you move more than 5 feet
  or if you are knocked prone.
  Give Ground 
  When you are hit with a melee attack and you have advantage
  to attacks against that creature, you can use your reaction to
  move 5 feet away from the creature, reducing the damage you
  take by 1d4 points (minimum of 1), as long as your movement
  speed is greater than 0. This movement does not provoke an
  opportunity attack from the attacking creature, though it may
  provoke opportunity attacks from other enemies.
  You may also use this reaction in response to a successful
  Shove attack that would otherwise knock you prone, choosing
  instead to move 5 feet away from the attacker.
  14
  
  Drive Back 
  Using one of your Attacks, you can make a special melee
  weapon attack to try to force back a standing creature that has
  disadvantage to melee attacks against you.
  The target must be no larger than you in size and must be
  within your reach. Make a Charisma (Intimidation) check
  contested by the target's Wisdom (Insight) check. If you win
  the contest, the target backs away from you by 5 feet step. As
  part of this attack, you can move 5 feet in the direction of the
  target. If you lose the contest instead, you provoke an attack of
  opportunity from the target and may choose to use its reaction
  to perform a Drive Back action.
  Lunge 
   (Piercing Weapon, not Heavy)
  Using the Attack action, you can make a special melee
  weapon attack using a piercing weapon with which you are
  proficient, extending the reach of your weapon by 5 feet.
  You can only perform a Lunge if you have advantage to your
  melee attacks against your target. When you make a lunge
  attack, you provoke opportunity attacks from enemies within 5
  feet of you.
  Grapple Actions
  Opportunity Grapple 
   (Free Hand)
  When your opponent provokes an attack of opportunity with a
  melee attack that neither has Light nor Finesse property, you
  can use your reaction to perform an opposed Grapple check at
  a disadvantage.
  If you succeed, you grapple the target and manage to avoid
  all damage from the attack that you reacted to, otherwise, the
  attack you reacted to becomes a critical hit.
  Body-Shield 
   (Restrained Target)
  While a creature is grappled or restrained by you, you may use
  half your movement to make an opposed Grapple check
  against that creature in order to position it in such a way that
  it shields you from one or more hostile creatures that you are
  aware of. If the creature is of your size it provides half cover,
  +2 AC, or, if the creature is one size larger than yourself, three-
  quarters cover, +5 AC.
  If the creature you shield with is stunned, paralyzed or
  unconscious, instead make a Strength (Athletics) check at DC
  12 plus 5 for each size category above yours.
  Dirty Fighting 
   (Free Hand)
  Dirty fighting is a catch-all name for many socially rejected
  grappling techniques that exploit the opponent.
  Before you make an attack that you have advantage on, you
  can change it into a dirty move from the list below. Engage in
  a contested Grapple check with your target. If you fail, you
  provoke an attack of opportunity or opportunity grapple from
  your opponent. If you succeed, apply the dirty move effect.
  Restrain. The target is grappled and restrained by you.
  Headlock. The target is grappled by you and suffocating
  (Player's Handbook, pg. 183) until the grapple is broken.
  Eyejab. The target is Blinded until the end of its next turn.
  You may also Shove the creature as part of the Dirty Trick, but
  at disadvantage.
  Groin shot. The target is Stunned until the end of its next
  turn. You may also Shove the creature as part of the Dirty
  Trick, but at disadvantage.
  15
  
  Stealth Actions
  Distraction 
  While you are hidden from a creature, you throw a pebble or
  make a sound meant to confuse and distract it. You must be
  aware of the creature's approximate location or direction of
  movement. Make a Dexterity (Sleight of Hand) or Charisma
  (Performance) check depending on your distraction method,
  contested by Wisdom (Insight) or Intelligence (Investigation)
  check (the targets choose the ability to use). If the creatures
  are alert, Passive Insight or Passive Investigation applies.
  If you succeed, the creatures are Distracted until the end of
  its next turn. Distracted creatures have disadvantage to
  Wisdom (Perception) skill checks and cannot use their
  Passive Perception. You have advantage on grapple checks
  against any Distracted creature, and if grappled while
  Distracted it is Surprised until the end of its next turn.
  If you fail, you provoke a Wisdom (Perception) check with
  advantage from your targets opposed by your Dexterity
  (Stealth) skill. Your Passive Stealth (pg. 20) does not apply.
  Stealth Grapple 
  While you are hidden from your target, as long as your Stealth
  check total or Passive Stealth are above the Passive
  Perception of all nearby targets, you can come out of stealth
  and perform an opposed Grapple check with advantage. If you
  succeed, you may use your reaction to follow it with one of the
  following moves. If you fail, you provoke an attack of
  opportunity or grapple of opportunity from your target.
  The move effect applies as long as the stealth grapple is
  maintained. While maintaining it, creatures other than your
  target have advantage on attack rolls against you, and you
  have disadvantage on Dexterity saving throws.
  Gag. You attempt to gag the target's mouth to prevent it
  from making any sound. Make another opposed Grapple
  check with your target. On a success, the target is gagged until
  the grapple ends. A gagged creature cannot cast spells with
  verbal components and its speech is muffled and difficult to
  understand.
  Choke Hold. You try to grab the creature by the throat and
  prevent it from breathing. Make another opposed Grapple
  check with your target with a disadvantage. On a success, the
  target is also gagged and suffocating until the grapple ends.
  (Player's Handbook, pg. 183).
  Silent Takedown. If your target is already grappled and
  gagged, you may attempt to strike it with a weapon with Silent
  property. Make an opposed Grapple check to maintain the
  hold on your target. If you succeed, you can make a single
  special melee attack. Your target has vulnerability towards the
  damage dealt by that attack.
  Stealth Drag 
  While you are grappling a creature that is unable to speak, you
  may attempt to return to stealth. The Stealth check is made at
  disadvantage. On a success,the movement speed penalty from
  dragging a grappled creature does not apply.
  Coup de Grace 
  When you make an attack that qualifies as an automatic
  critical hit against a defenseless target, roll a regular Attack
  roll. If you hit the target's AC minus Dexterity modifier, the
  creature takes damage equal to its current HP and is dying.
  If you do not hit, the creature instead takes damage equal to
  half its current HP.
  16
  
  Mapless Combat
  Theatre of the Mind combat are intense, exciting and very fast.
  They can bring a lot of emotion to your most violent
  encounters, without the use of grid or miniatures.
  Ranges
  In Theatre of the Mind there are only two ranges to keep track
  of: Near and Far.
  The Near range comprises everything that you can reach by
  using a single Move Action of approximately 30 feet. All
  creatures and things that are Near to each other comprise a
  Combat Zone. A pirate ship, for example, could be divided
  multiple Combat Zones.
  Beyond that, everything is considered to be in the Far range,
  without the need to measure exact distances between them.
  Each Combat Zone is considered to be Far from the rest.
  Freedom of Movement
  During your turn, you can move anywhere within Near range.
  In order to move Far and enter another Combat Zone you
  must spend an Action to Dash.
  Combat Zones that are very distant from each other can be
  described by DM as Very Far. For each adverb Very attached
  to it, an additional Dash action is needed to reach that zone.
  Rules of Engagement
  In order to attack a creature with melee weapon, it must be
  Near and you must Engage that creature. You must use your
  Move action to approach that creature and declare that you
  become Engaged with each other in combat. When you do so,
  it instantly becomes Engaged with you. While Engaged with a
  creature in combat, you can perform melee attacks against it
  and impose disadvantage to ranged attacks and spells.
  You also end up Engaged with multiple creatures if these
  creatures decide to become Engaged with you as part of their
  movement, in their turn.
  If you're already Engaged, attempting to become Engaged
  with another creature will break your current engagements.
  You also break your current engagements when you Dash to
  exit the Combat Zone or Engage another creature. Doing so
  provokes Opportunity Attacks against you from the creatures
  you were Engaged with, unless you Disengage them first.
  While Engaged, you're still free to move around as you wish,
  without that affecting any of your engagements. The creature
  you're Engaged with can track you around and maintain
  engagement, if they choose so.
  Tactical Movement
  During Theatre of the Mind combat, you can perform three
  different types of actions: Engage, Dash and Intercept. With
  the exception of Dash, all other actions in combat work as
  described in the Player's Handbook (pg. 192).
  Engage (Move Option)
  While not engaged, you can Engage a creature by simply
  Moving into it and declaring engagement. If you are Engaged,
  you can use a bonus action and become Engaged with an
  additional Near creature of your choice, without breaking your
  current engagements. However, this engagement attempt can
  be Intercepted by another unengaged creature.
  Dash (Full Action)
  You need to Dash in order to move Far. If you do so, you can
  become Engaged with a creature from another Combat Zone
  as part of your Dashing, but this attempt can be Intercepted
  normally.
  You can also Dash into a Near creature to become Engaged
  with it without the opportunity of being Intercepted by any of
  its Near allies.
  When you Dash, you break all your current engagements,
  and provoke Opportunity Attacks from all Engaged creatures.
  Unless otherwise stated, a successful hit from an Opportunity
  Attack doesn't stop your Dash.
  Intercept (Reaction)
  If you are unengaged and any Near creature tries to become
  Engaged with one of your Near allies, you can immediately
  use a Reaction to Intercept, forcing it to become Engaged with
  you instead.
  You can still make Opportunity Attacks against a creature
  that you Intercepted, if it breaks the engagement with you on
  the same turn.
  If you are Engaged with a creature and it Disengages, you
  cannot Intercept it until the end of its turn. You also won't be
  able to Intercept an engagement attempt if a creature Dashes
  into one of your Near allies.
  17
  
  Terrain and Cover
  In order to interact with terrain or objects and activate or
  disrupt their effects (e.g. opening Doors, operating Trap
  Devices, or getting into Cover), you must become Engaged
  with them. Being Engaged with Cover grants the usual
  bonuses to Armor Class until you break the engagement.
  If a creature attempts to Engage with a terrain feature, it
  can be Intercepted as usual, unless the creature Dashes.
  Move Advantage & Disadvantage
  Every core Race is considered to have the same movement
  range while in combat. If you have any Class Feature that
  increases your movement speed (e.g. Monk's Unarmored
  Movement, Barbarian's Fast Movement and Druid's Wild
  Shape as a Wolf) or other effects that raise your movement
  speed temporarily (e.g. Haste Spell, Potion of Speed) grant
  you the benefits of Movement Advantage. Having Movement
  Advantage also allows you to Dash as a Bonus Action.
  Multiple Class Features that increase your movement speed,
  such as gained through multiclassing, don't ever stack.
  If you already have a Class Feature that allows you to Dash
  as a Bonus Action, and yet you also get the benefits of
  Movement Advantage, they stack: You're now able to Dash
  once per turn for free as part of your normal movement, Dash
  again as a Bonus Action, and Dash once more as an Action.
  Effects that reduce your movement speed temporarily (e.g.
  Difficult Terrain, Prone) impose Movement Disadvantage.
  Having Movement Disadvantage means you cannot Dash at
  all. Only if you have a Class Feature that specifically allows
  you to Dash as a Bonus Action, you're still able to Dash
  normally by using an Action instead. You can still move Far by
  spending your entire turn moving, and you cannot become
  Engaged with anything as part of this movement.
  Weapon Range & Reach
  If Engaged creature attempts a melee attack against another
  armed with weapon with wider reach, it must spend a bonus
  action to step forward, or attack with disadvantage.
  The range of weapons should be converted from their value
  in feet into Near and Far. If the original range of a weapon is
  30 feet or less, it can only affect Near targets. If the range is
  beyond that, it can also affect Far targets. It's up to the DM to
  decide if something is too far to be hit. For example: a dagger
  range is 20/60, so it can be thrown at Near creatures, and also
  thrown at Far creatures with disadvantage.
  A creature with a reach weapon (or natural reach) can
  perform Opportunity Attacks with advantage against other
  Near creatures.
  Spell Range & Area of Effect
  The range of spells should be converted following the same
  method used for ranged weapons. There is one caveat: if the
  range is listed as Self, followed by parentheses and area of
  effect, the range of the spell will be defined by the size of this
  area instead.
  Example spells: Shocking Grasp range is listed as Touch, so
  it can affect only Near creatures. Fireball range is listed as
  150 feet, so it can affect Near or Far creatures. Lightning Bolt
  range is listed as Self (100-foot line). Since the area size is
  beyond 30 feet, it can affect either Near or Far creatures.
  18
  
  Adjudicating Areas of Effect
  Area spells (and some Class Features and Feats) list their area
  shape and size in the description. To better adjudicate this, the
  area should be converted into the number of targets the spell
  can affect. All targets must be within a single Combat Zone.
  When casting a spell, the caster simply chooses which
  targets are affected, within range. To convert the spell area
  into the number of targets that it can affect, consult the table
  below (from Dungeon Masters' Guide, pg. 249).
  Targets in Areas of Effect
  Area
  Number of Targets
  Line
  Length / 30 (round up)
  Cone
  Size / 10 (round up)
  Cube of Square
  Size / 5 (round up)
  Sphere or Circle
  Radius / 5 (round up)
  Cylinder
  Radius / 5 (round up)
  A creature that is Engaged with one or more of your allies
  counts as 2 targets when targeted by an area spell. This extra
  cost can be avoided if any one of those Engaged allies (at the
  caster's choice) is included in the area of effect as well. Allies
  included in the area of effect suffer the full effects of the spell,
  unless they are protected by the Evoker's Sculpt spell or
  another similar feature.
  Area spells range should be written down with the reach of
  the spell and how many targets it can affect.
  Thunderwave: Near 3
  Fireball: Far 4
  Example spell: Zone of Truth range is listed as 60 feet and its
  area is listed as a 15-foot radius sphere. Firstly, the spell can
  affect either Near or Far creatures. Secondly, consulting the
  table shows that a 15-foot radius sphere affects up to three
  targets. So it should be written down as Far 3.
  Casting While Engaged
  When you spend your Action to cast a spell while Engaged by
  one or more opponents, all opponents get advantage on their
  next melee attack against you. This does not affect spells cast
  using your Bonus Action.
  Flanking While Engaged
  This rule overrides the Flanking rules in Dungeon Master's
  Guide (pg. 251). If you are Engaged with an opponent that is
  also Engaged with at least one other creature friendly to you,
  you may spend your Move action and declare that you are
  Flanking the opponent until the start of your next turn.
  When any creature friendly to you makes a melee attack at
  the opponent you are Flanking, they can spend their Move
  action and get advantage to their melee Attacks until the end
  of their turn.
  Disarming While Engaged
  This rule complements the Disarm rules present in Dungeon
  Master's Guide (pg. 271). When you succeed at Disarming an
  opponent, the weapon becomes an object within the Combat
  Zone. The opponent can attempt to take their weapon only if
  they disengage first (either by Disengage or the Dash action)
  from all creatures they are currently Engaging.
  When you succeed at Disarming an opponent and you are
  also Grappling them, you may attempt to grab their weapon
  off their hand. Doing so breaks the Grapple and you must
  make a Dexterity (Sleight of Hand) skill check opposed by
  opponent's Strength (Athletics) skill. If you succeed, you take
  the weapon with the same free hand used for grappling. If you
  fail, the opponent is still disarmed but you fail to grab their
  weapon.
  19
  
  Stealth
  Passive Perception
  Your innate ability to automatically notice important things in
  your surroundings without a skill roll can act as a minimum
  result to your Active Perception rolls. For that to happen, you
  must declare that you are "Alert for...", followed by descriptor
  of what you are actively looking for: enemies, secret doors,
  peculiar behavior in a crowd, or others things. While you are
  Alert, if the DM requests a Perception skill check he may
  allow you to take minimum value of 10 if the die rolls lower.
  The DM also must reveal information below the Perception
  DC if it matches the Alert descriptor.
  In order to remain Alert you must not engage in activities
  that require concentration such as talking (except simple
  commands), working, fighting, casting or maintaining a spell.
  Some DM may want to enforce a rule that distracted players
  engaged in small talk during play lose the Alert state of their
  characters, or even get disadvantage on their roll.
  Having special senses (such as heatsense or tremorsight)
  that complement Perception add +3 to Passive Perception for
  each applicable sense. This is separate from advantage (+5) or
  disadvantage (-5) modifiers to Passive Perception.
   Enemy Alertness
  Enemy creatures have various levels of Alertness that affect
  their Passive Perception. High Alert creatures know they are
  in a dangerous situation and enemies could be nearby. Low
  Alert creatures guard their close vicinity but do not expect
  immediate threat. Unaware creatures consider themselves
  completely safe in their environment.
  When enemy creatures engage in activities that requires
  concentration such as talking, eating, taking a leak, etc. they
  lower temporarily their Alertness level to Unaware.
  Creature Alertness
  State
  Passive Perception
  High Alert 10 + Wisdom modifier + Proficiency, even  
  if they are not proficient in Perception
  Low Alert
  10 + Wisdom modifier + Proficiency if  
  they are proficient in Perception
  Unaware
  10 + Wisdom modifier. Modifier value  
  can't be higher than 0, unless they are  
  proficient in Perception
   Hiding Clarification
  To attempt a Hide action, you must declare one or several
  targets you are hiding from, and your targets must not be  
  able to see you clearly.
  You cannot hide from undefined targets such as enemies
  that might appear later. You must be able to see or sense your
  targets' location at all times. If you are unable to locate your
  targets, your Dexterity (Stealth) checks are at disadvantage.
  Your targets can see you clearly when you or any opponent
  you are Engaged with is in clear line of sight, and you are not
  Engaged with a cover or inside a lightly (dim light) or heavily
  (darkness) obscured area.
  Hiding While Invisible
  While Invisible, you can forego your Movement action and
  gain advantage to Dexterity (Stealth) check to Hide. Also, you
  can use your Action to keep still and hold your breath. If you
  do, you can increase your Dexterity (Stealth) check total with
  your Proficiency value. You must keep spending your Action to
  maintain this increase.
  Maintaining Stealth
  When you take the Move action at more than half your speed,
  or attempt to use an item (such as picking a lock) the DM may
  require a new Dexterity (Stealth) check that supersedes the
  previous Stealth value and is immediately compared to the
  Passive Perception of all enemy creatures. If you take the
  Dash action, or your movement happens in a lightly or highly
  obscured area, you don't have to make the check.
  While hiding you can Engage with covers that let you
  benefit from Passive Stealth value. Passive Stealth serves as a
  minimum result to your Dexterity (Stealth) check. If you are
  asked to reroll, you can choose between the check total or the
  Passve Stealth value of the cover you are engaging as part of
  the Movement or Dash action. The table provides example
  Passive Stealth values that the DM can use.
  Passive Stealth
  Value Examples
  8
  Half cover. Low wall, a large piece of furniture, a
  narrow column or a tree trunk, or a creature of a size
  larger than yours, whether enemy or friend.
  12
  Three-quarters cover. Portcullis, an arrow slit, or a
  thick tree trunk. Small group of creatures, whether
  enemy or friends, such as few people gathering.
  16
  Total-cover. A large wall, massive statue, dense
  foliage. Large group of creatures, whether enemy or
  friends, such as busy street.
  You can use your Action to keep still and hold your breath
  while hiding behind a cover. If you do so, you can add your
  Proficiency to the Passive Stealth value. You need to keep
  spending your Action to hold still to benefit from this increase.
  If your cover is a moving object such as a street crowd, you
  must match its movement speed and direction. If you do, you
  remain Engaged with the cover and you do not provoke a new
  Dexterity (Stealth) check. The DM may require a Charisma
  (Persuasion or Deception) check to convince the crowd to not
  react to your presence, or Wisdom (Animal Handling) to not
  scare off animals.
  Passive Stealth Modifiers
  Similar to Passive Perception, situational factors
  such as dim light or loud sounds increase cover's
  Passive Stealth with an advantage (+5) modifier.
  Alternatively, having two or more enemy creatures
  located in opposite sides of the cover decrease its
  Passive Stealth with a disadvantage (-5) modifier.
  20
  
  Realistic Armor
  Light Armor Components
  Armor
  AC
  Layer
  Frame
  Qualities
  Strength
  Wt
  Price
  Aketon
  +1
  Underlay
  Jack
  Concealed, Damage Reduction: 1
  —
  1 lbs
  5 gp
  Jack of Plate
  +1
  Overlay
  Jack
  Concealed
  —
  4 lbs
  50 gp
  Coat of Plate
  +2
  Overlay
  Hauberk
  Concealed
  ≥ 9
  8 lbs
  200 gp
  Brigandine
  +3
  Overlay
  Cuirass
  Concealed, Heavy
  ≥ 11
  10 lbs 350 gp
  Padded Coif
  —
  Supplemental (Head)
  Jack
  Coverage 2 
  from missiles
  —
  1 lbs
  25 gp
  Padded Limb Guards
  —
  Supplemental (Hands)
  Jack
  Coverage 2 
  from melee
  —
  2 lbs
  40 gp
  Heavy Armor Components
  Armor
  AC
  Layer
  Frame
  Qualities
  Strength
  Wt
  Price
  Gambeson
  +2
  Underlay
  Hauberk
  Concealed, Damage Reduction: 2
  ≥ 9
  6 lbs
  15 gp
  Breastplate
  +2
  Overlay
  Jack
  —
  ≥ 9
  11 lbs
  75 gp
  Half Plate
  +3
  Overlay
  Hauberk
  Heavy, Noisy
  ≥ 11
  33 lbs 750 gp
  Full Plate
  +5
  Overlay
  Cuirass
  Resistance: Slashing, Heavy, Noisy
  ≥ 15
  44 lbs 1500 gp
  Helm & Bevor
  —
  Supplemental (Head)
  Cuirass
  Visor, Coverage 2
  —
  2 lbs
  75 gp
  Gardbraces & Faulds — Supplemental (Hands)
  Cuirass
  Coverage 4,  
  Noisy
  ≥ 9
  3 lbs
  100 gp
  Mail Components
  Armor
  AC
  Layer
  Frame
  Qualities
  Strength
  Wt
  Price
  Ring Mail
  +1
  Mesolay Hauberk
  Damage Resistance: Slashing, Noisy
  ≥ 9
  3 lbs 300 gp
  Scale Mail
  +1
  Mesolay Hauberk
  Damage Resistance: Piercing, Noisy
  ≥ 9
  3 lbs 300 gp
  Splint Mail
  +1
  Mesolay Hauberk
  Damage Resistance: Bludgeoning, Noisy
  ≥ 9
  3 lbs 300 gp
  Banded Mail
  +3 vs slashing,  
  +2 vs nonslashing  
  +1 vs ranged
  Overlay
  Jack
  Heavy, Noisy
  ≥ 11
  20 lbs 150 gp
  Plate Mail
  +3 vs melee,  
  +2 vs ranged
  Overlay Hauberk
  Heavy, Noisy
  ≥ 13
  30 lbs 450 gp
  Loricated Mail
  +5 vs melee,  
  +3 vs ranged
  Overlay
  Cuirass
  Heavy, Noisy
  ≥ 15
  35 lbs 900 gp
  Buff Coat
  +2 vs ranged
  Mesolay
  Jack
  Consealed, Missile Damage Reduction: 2
  —
  1 lbs 400 gp
  Hide Armor Components
  Armor
  AC
  Layer
  Frame
  Qualities
  Strength
  Wt
  Price
  Hide Armor
  +2
  —
  Hauberk
  Damage Reduction: 1
  —
  —
  8 gp
  Hide Hood
  —
  Supplemental (Head)
  Jack
  Coverage 2 
  from missiles
  —
  1 lbs
  15 gp
  Hide Pads
  —
  Supplemental (Hands)
  Jack
  Coverage 2 
  from melee
  —
  2 lbs
  30 gp
  Warning! Medieval Realism
  These expanded rules are intended to
  accurately replicate medieval armor.  
  Only use them if players prefer historical
  accuracy and customization over fantasy.
  21
  
  Armor Frame
  An armor’s frame determines its core materials and the user's
  mobility while wearing it. When wearing multiple armor
  components from different frames, the rules regarding the
  most rigid frame apply to your entire character.
  Jack: This armor is flexible and easy to move in. Most are
  made of canvas or leather, often stiffened and reinforced in
  places. When you wear a jack, add your Dexterity modifier to
  your Armor Class. Requires Light Armor proficiency.
  Hauberk: A hauberk is a shirt of armor that is still flexible
  enough to dodge blows, but restricts the wearer’s agility. The
  most common hauberk is made of interlocking links of steel
  or iron chain. When you wear a hauberk, its Dexterity bonus
  is limited to +2 even if your Dexterity modifier is higher.
  Requires Medium Armor proficiency.
  Cuirass: The most formidable armor is built around a rigid
  carapace protecting the wearer’s vital organs. This chestplate
  is augmented with additional protection over the wearer’s
  extremities. When you wear a cuirass, do not add your
  Dexterity bonus to your Armor Class. However you must
  deduct your Dexterity penalty, if your Dexterity is below 10.
  Requires Heavy Armor proficiency.
  Option: Fitting Armor
  Cuirass armor components have restrictive designs tailored to
  specific body proportions, such as height and bulk. Typically,
  fitted armor is made by special order and requires an
  armorsmith to make it usable for other wearers.
  There are three distinctive body proportions and the armor
  fitting depends on its previous wearer or is decided by rolling
  a 1d6: tall and lean (1-2), short and heavy (3-4), and broad and
  strong (5-6). If wearer and armor's fit differ by one proportion
  step, the wearer takes disadvantage to all attack rolls, as well
  as Dexterity checks and saving throws. If the wearer and
  armor's fit differ by two steps, it cannot be worn at all.1.
  Armor Layers
  Medieval armor consists of several protective layers combined,
  that provide the Armor Class as well as additional qualities to
  their wearer. You may wear one armor component on each of
  the three layers, and up to 2 supplemental components: one
  for your head and one for your hands.
  Underlay is the worn protection directly in contact with the
  body. It is usually soft and thick clothing that protects the skin
  from weapon materials. These components are easy to
  conceal under civil clothing and may even soak some damage.
  Mesolay is the worn protection on top of the Underlay that
  is used to mitigate much of the damage from a blow that
  penetrates the Overlay. These components provide resistance
  to specific types of melee damage and are considered the
  most important part of a warrior's armor set.
  Overlay is the worn protection on the outside, what a
  layman with no training would call armor. An Overlay serves
  as an impenetrable carapace that stops much of the strength
  of a blow. However, it is not infallible and enemies try to find
  gaps and weak spots where the pieces connect. Only Overlay
  components can provide magical properties.
  Supplemental components are intended to protect your
  head and limbs. They provide a tiny bit of protection that
  mostly helps against called shots.
  Your Armor Class is equal to 10 plus the AC provided by
  every worn armor component. If armor components provide
  additional bonuses against missiles, write down a separate AC
  vs missiles to use when attacked with ranged weapons.
  Armor & Shield Properties
  Concealed
  This armor consists of protective reinforcement sewn into
  otherwise ordinary looking clothing. The wearer appears
  unarmored, unless an observer succeeds on a DC 15 Wisdom
  (Perception) check. If the observer has physical contact with
  the wearer, this check is made with advantage.
  Coverage
  When rolling for Wound Risk at the end of combat turn from
  all or specific attacks, decrease the DC by 2 or 4 for each
  armor component providing Coverage.
  Damage Reduction
  After damage is calculated and damage resistance (if any) is
  applied, reduce the damage taken by the amount of Damage
  Reduction. Magical weapons ignore damage reduction.
  Damage Resistance
  After damage is calculated, halve the damage amount if your
  Mesolay component provides Damage Resistance to the same
  damage type. Magical weapons ignore resistance.
  Heavy
  Heavy armor has Strength score requirement of 11 or more.
  Heavy armor is usually bulky and exposed and may draw
  attention or intimidate others, or provoke the use of Heat
  Metal spell from hostile spellcasters.
  Heavy armor impedes your initiative in combat. When you
  roll for Iniative, you must decrease by 2 the total for each
  component of Heavy armor you wear. Heavy Armor also
  increases the chance of losing Concentration when dealt
  damage. When you roll for maintain Concentration after
  taking damage, the DC is increased by 2 for each component
  of Heavy armor you wear.
  Hide Armor
  Hide Armor is made of stitched animal furs and cured leather,
  and can only be worn with other Hide components.
  Noisy
  This type of armor reduces your ability to move quietly, due to
  metal components striking against each other. When you wear
  noisy armor, you take disadvantage on any Dexterity (Stealth)
  checks that you make to move silently. Other situations, such
  as hiding without movement or magical silence, are up to the
  DM.
  Visor
  Helmets with protective visor provide additional protection to
  the face. The visor is optional and can be raised or lowered as
  a bonus action.
  While the visor is lowered, you benefit from additional +1 to
  AC. However the visor limits the effective field of view. You
  suffer -2 to AC when attacked by creatures that you are not
  directly looking at, or did not attack or target with abilities and
  spells during your last combat turn.
  You also suffer disadvantage to all Wisdom (Perception)
  skill checks to notice things out of your direct field of view.
  22
  
  Realistic Weapons
  Unarmed Gear
  Name
  Cost
  Damage
  Weight Properties
  Weighted Knuckles
  1 gp
  1d4 bludgeoning
  ½ lbs.
  Concealed, free-handed, light, nonlethal
  Hand Razor
  5 gp
  1d4 slashing
  ½ lbs.
  Close, concealed, deadly, free-handed, light
  Cestus
  2 gp
  1d4 bludgeoning
  1 lbs.
  Beatdown(1), free-handed, light, nonlethal, worn
  Glove, armored
  3 gp
  1d4 bludgeoning
  1 ls.
  Beatdown(1d4), free-handed, light, nonlethal, worn
  Glove, spiked armor
  6 gp
  1d4 piercing
  1 ls.
  Beatdown(1d4), free-handed, light, worn
  Simple Melee Weapons
  Name
  Cost
  Damage
  Weight Properties
  Boar Spear
  15 gp
  1d6 piercing
  5 lb.
  Special, versatile (1d8)
  Club
  1 sp
  1d4 bludgeoning
  2 lbs. Light, nonlethal, silent
  Crook
  5 sp
  1d8 bludgeoning
  4 lbs. Tripping, two-handed
  Dagger
  2 gp
  1d4 piercing
  1 lb.
  Finesse, light, prone fighting, silent, thrown (20/60)
  Dagger, punch
  10 gp
  1d4 piercing
  1 lb.
  Close, consealed, deadly, finesse, finisher, light, silent
  Goedendag / Plançon
  5 sp
  1d4 bludgeoning/piercing
  3 lbs. Finisher, sundering(1)
  Greatclub
  2 sp
  2d4 bludgeoning
  10 lb. Heavy, nonlethal, status, two-handed
  Hammer, light
  2 gp
  1d4 bludgeoning
  2 lb.
  Light, severing, thrown (20/60)
  Handaxe
  5 gp
  1d6 slashing
  2 lb.
  Thrown (25/75)
  Hatchet
  2 gp
  1d4 slashing
  1 lb.
  Light, thrown (20/60)
  Hook, prosthetic
  4 gp
  1d3 piercing
  ½ lb.
  Disarming
  Javelin
  5 sp
  1d6 piercing
  2 lb.
  Fragile(2), threatening, thrown (30/120)
  Knobkerrie
  4 sp
  1d4 bludgeoning
  3 lbs. Light, nonlethal,throwing (10/20)
  Mace
  5 gp
  1d6 bludgeoning
  4 lb.
  Sundering(1)
  Peasant Flail
  2 gp
  1d8 bludgeoning
  5 lb.
  Bypass, ensnaring, two-handed
  Pick, light
  3 gp
  1d4 piercing
  2 lb.
  Sharp(1)
  Quarterstaff
  2 sp
  1d6 bludgeoning
  4 lb.
  Defensive (+1 AC), nonlethal, versatile (2d4)
  Sap
  4 gp
  1d4 bludgeoning
  2 lb.
  Concealed, light, nonlethal, silent
  Scourge
  3 gp
  1d6 slashing
  3 lb.
  Bypass, finesse
  Scythe
  2 gp
  1d8 slashing
  3 lb.
  Fragile(1), slow, tripping, two-handed
  Scythe, war
  4 gp
  2d4 slashing
  5 lb.
  Heavy, long, reach, slow, sweeping, two-handed
  Sickle
  1 gp
  1d4 slashing
  2 lb.
  Fragile(1), light, severing
  Spear, short
  5 sp
  1d6 piercing/slashing
  3 lb.
  Finisher, thrown (10/60), versatile (1d8)
  Spear, long
  1 gp
  1d6 piercing
  4 lb.
  Reach, threatening, thrown (20/60), versatile (1d8)
  Stake, wooden
  1 cp
  1d3 piercing
  1 lb.
  Light, finisher
  Stiletto
  5 gp
  1d3 piercing
  1 lb.
  Finesse, light, silent, sundering(1)
  Torch
  10 cp
  1 fire (when lit)
  1 lb.
  Light, special
  Simple Ranged Weapons
  Name
  Cost
  Damage
  Weight Properties
  Atlatl
  1 gp
  –
  2 lbs.
  Slow, special
  Crossbow, light
  25 gp
  1d8 piercing
  5 lb.
  Ammo (80/320), loading, prone fighting, two-handed
  Crossbow, double
  50 gp
  1d8 piercing
  8 lb.
  Ammo (80/320), loading(1), mag(2), two-handed
  Crossbow, pellets
  25 gp
  1d6 bludgeoning 5 lb.
  Ammo (40/160), loading, pellets, prone fighting, two-handed
  Crossbow, repeating
  125 gp
  1d8 piercing
  5 lb.
  Ammo (40/160), loading(5), mag(6), special, two-handed
  Warning! Tactical Option
  These expanded weapon rules are intended
  for advanced players looking for tactical
  depth. Using them increases the lethality of
  melee and ranged weapons.
  23
  
  Simple Ranged Weapons (cont.)
  Name
  Cost
  Damage
  Weight
  Properties
  Dagger, throwing
  4 sp
  1d4 piercing
  ¼ lb.
  Finesse, special, thrown (20/60)
  Dart
  5 cp
  1d4 piercing
  ¼ lb.
  Finesse, thrown (20/60)
  Shortbow
  25 gp
  1d6 piercing
  2 lb.
  Ammo (80/320), two-handed
  Shortbow, composite
  70 gp
  1d6 piercing
  3 lb.
  Ammo (100/400), strongbow, two-handed
  Shortbow, pellet
  25 gp
  1d5 bludgeoning
  2 lb.
  Ammo (40/160), pellets, two-handed
  Sling
  1 sp
  1d4 bludgeoning
  ¼ lb.
  Ammo (30/120), light, pellets
  Martial Melee Weapons
  Name
  Cost
  Damage
  Weight Properties
  Aklys
  2 gp
  1d4 bludgeoning
  2 lb.
  Light, stable, thrown (10/15)
  Ankus
  6 gp
  1d6 piercing
  2 lb.
  Light, prone fighting, tripping
  Battleaxe
  10 gp
  1d8 slashing
  4 lb.
  Severing, sweeping, versatile (1d10)
  Bhuj
  25 gp
  1d8 piercing/slashing
  4 lb.
  Threatening, versatile (1d10)
  Boarding gaff
  5 gp
  1d8 slashing
  5 lb.
  Heavy, long, tripping, two-handed
  Clawed Gauntlet
  6 gp
  1d4 slashing
  2 lb.
  Deadly, free-handed, finesse, light, worn
  Dagger, parrying
  6 gp
  1d4 piercing
  ½ lb.
  Finesse, light, parrying, prone fighting
  Flail
  10 gp
  1d8 bludgeoning/piercing 2 lb.
  Bypass, ensnaring, wind-up
  Flail, staff
  12 gp
  1d8 bludgeoning/piercing 4 lb.
  Reach, Bypass, ensnaring, two-handed
  Flail, twin
  16 gp
  2d4 bludgeoning/piercing 3 lb.
  Bypass, heavy, wind-up
  Garotte Wire
  5 gp
  1d6 slashing
  ¼ lb.
  Finesse, light, silent, special, two-handed
  Glaive
  20 gp
  1d10 slashing
  6 lb.
  Heavy, reach, sweeping, two-handed
  Greataxe
  30 gp
  1d12 slashing
  9 lb.
  Heavy, finisher, severing, two-handed
  Guisarme
  5 gp
  1d10 piercing
  8 lb.
  Heavy, long, reach, threatening, tripping, two-handed
  Gythka
  25 gp
  1d8 slashing
  4 lb.
  Heavy, reach, severing, two-handed
  Hammer, great
  25 gp
  1d12 bludgeoning
  8 lb.
  Finisher, sundering(1), two-handed
  Harpoon
  6 gp
  1d6 percing
  2 lb.
  Grappling(5), limit(underwater), thrown (30/60)
  Halberd
  20 gp
  1d10 piercing/slashing
  7 lb.
  Heavy, long, reach, severing, threatening, two-handed
  Kukri
  5 gp
  1d4 slashing
  1 lb.
  Deadly, prone fighting, light
  Lance, combat
  10 gp
  1d12 piercing
  6 lb.
  Reach, long, severing
  Lance, combat light 8 gp
  1d10 piercing
  6 lb.
  Reach, special
  Lance, great
  35 gp
  2d8 piercing
  15 lb.
  Deadly, heavy, limit(mounted), long(10ft), reach, severing
  Lance, jousting
  10 gp
  1d8 bludgeoning
  6 lb.
  Limit(mounted), long, reach, special
  Lucerne
  20 gp 1d10 bludgeoning/piercing 7 lb.
  Heavy, reach, sundering(1), two-handed
  Mace, heavy
  7 gp
  1d8 bludgeoning
  6 lb.
  Heavy, sundering(1)
  Maul
  10 gp
  2d6 bludgeoning
  12 lb.
  Heavy, severing, sundering(1), two-handed
  Maulaxe
  30 gp
  1d8 slashing
  6 lb.
  Heavy, sundering(1), versatile(1d10)
  Morningstar
  15 gp
  1d8 bludgeoning/piercing 4 lb.
  Severing, finisher
  Pike
  5 gp
  1d10 piercing
  18 lb.
  Heavy, long, reach, threatening, two-handed, wind-up
  Pincer staff
  50 gp
  1d6 piercing
  7 lb.
  Disarming, heavy, long, reach, tripping, two-handed
  Pollaxe
  35 gp
  1d10 slashing
  10 lb.
  Heavy, long, special, severing, two-handed
  Quadrens
  8 gp
  1d3 piercing
  2 lb.
  Disarming, light, sharp(1)
  Ranseur
  25 gp
  1d10 piercing/slashing
  8 lb.
  Heavy, reach, two-handed, winged
  Scissor
  8 gp
  1d4 slashing
  3 lb.
  Defensive(+1 AC), light, stable, worn
  Scissor, extended
  14 gp
  1d4 slashing
  5 lb.
  Deadly, defensive(+1 AC), stable, worn
  24
  
  Martial Melee Weapons (cont.)
  Name
  Cost
  Damage
  Weight Properties
  Slingshot
  1 gp
  1d4 bludgeoning
  2 lb.
  Disarming, light, tripping
  Spear, hooked
  2 sp
  1d4 piercing
  2 lb.
  Finisher, tripping, versatile (1d6)
  Spear, weighted
  7 sp
  1d6 piercing
  4 lb.
  Sharp(1), thrown (15/45), versatile (1d8)
  Spiked Chain
  20 gp
  1d8 slashing
  4 lb.
  Bypass, heavy, ongoing(1), reach, tripping, two-handed
  Sword, bastard
  25 gp
  2d4 slashing
  4 lb.
  Severing, sweeping, versatile (2d5)
  Sword, broad
  10 gp
  2d4 slashing
  4 lb.
  Stable, sweeping
  Sword, butterfly
  10 gp
  1d5 slashing
  3 lb.
  Defensive(+1 AC), light
  Sword, claymore
  60 gp
  1d12 slashing
  7 lb.
  Finisher, heavy, severing, sweeping, two-handed
  Sword, cutlass
  15 gp
  1d6 slashing
  3 lb.
  Defensive(+1 AC), heavy, sharp(1)
  Sword, epee
  30 gp
  1d6 piercing
  2 lb.
  Defensive(+1 AC), finesse
  Sword, estoc
  20 gp
  1d8 piercing
  2 lb.
  Finesse, parry, sundering(1)
  Sword, falchion
  18 gp
  2d4 piercing
  5 lb.
  Deadly, heavy
  Sword, falcata
  15 gp
  1d6 slashing
  5 lb.
  Deadly, sweeping
  Sword, flamberge
  35 gp
  1d10 slashing
  5 lb.
  Deadly, heavy, sharp(1), two-handed
  Sword, gladius
  12 gp
  1d8 piercing/slashing
  3 lb.
  Finisher, light
  Sword, great
  50 gp
  2d6 piercing/slashing
  7 lb.
  Heavy, severing, sweeping, two-handed
  Sword, katana
  100 gp
  1d8 slashing
  3 lb.
  Critical, finesse, severing, versatile(1d10)
  Sword, khopesh
  15 gp
  1d6 slashing
  2 lb.
  Deadly, tripping
  Sword, long
  15 gp
  1d10 piercing/slashing
  3 lb.
  Parry, severing, two-handed
  Sword, maca
  20 gp
  1d8 bludgeoning/slashing 2 lb.
  Deadly, heavy, severing
  Sword, nagamaki
  75 gp
  1d10 slashing
  4 lb.
  Critical, severing, sweeping, two-handed
  Sword, nodachi
  125 gp
  1d12 slashing
  5 lb.
  Critical, finisher, heavy, sweeping, two-handed
  Sword, rapier
  25 gp
  1d8 piercing
  2 lb.
  Finesse, parry, severing
  Sword, sabre
  25 gp
  1d6 slashing
  2 lb.
  Defensive(+1 AC), finesse, severing
  Sword, scimitar
  20 gp
  1d6 slashing
  3 lb.
  Light, finesse, severing
  Sword, short
  10 gp
  1d6 piercing
  2 lb.
  Finesse, light
  Sword, shotel
  20 gp
  1d6 piercing/slashing
  3 lb.
  Light, sweeping, tripping
  Sword, sword cane 35 gp
  1d6 piercing
  2 lb.
  Concealed, finesse, light
  Sword, talwar
  20 gp
  1d8 slashing
  3 lb.
  Finesse, sweeping
  Sword, tegha
  60 gp
  1d10 slashing
  5 lb.
  Deadly, finesse, sweeping
  Sword, wakizashi
  75 gp
  1d6 slashing
  3 lb.
  Deadly, light
  Talon spear
  5 gp
  1d6 piercing
  4 lb.
  Disarming, finisher, thrown(15/45), versatile(1d8)
  Tail spikes
  4 gp
  1d3 piercing
  1 lb.
  Limit(beast), finesse, light, worn
  Tongi
  10 gp
  1d6 slashing
  4 lb.
  Severing, sharp(1), versatile (1d8)
  Trident
  5 gp
  1d6 piercing
  4 lb.
  Disarming, finisher, threatening, thrown (20/60), versatile (1d8)
  Trident, great
  12 gp
  2d4 piercing
  4 lb.
  Disarming, finisher, threatening, thrown (15/45), two-handed
  Waraxe
  20 gp
  2d4 slashing
  5 lb.
  Deadly, heavy, severing, sweeping, versatile (2d5)
  Warhammer
  15 gp
  1d8 bludgeoning
  3 lb.
  Finisher, sundering(1), versatile (1d10)
  War pick, horseman 5 gp
  1d6 piercing
  2 lb.
  Sharp(1), versatile (1d8)
  War pick, footman
  5 gp
  1d8 piercing
  2 lb.
  Severing, sundering(1)
  Whip
  2 gp
  1d4 slashing
  3 lb.
  Bypass, ensnaring, finesse, reach
  Whip, basic
  1 sp
  1d2 slashing
  3 lb.
  Bypass, disarming, ensnaring, finesse, weak, nonlethal
  Yklwa
  1 gp
  1d8 piercing
  2 lb.
  Thrown(10/30)
  25
  
  Martial Ranged Weapons
  Name
  Cost
  Damage
  Weight Properties
  Blowgun
  10 gp
  1 piercing
  1 lb.
  Ammo (25/100), loading
  Blowgun, larger
  15 gp
  1 piercing
  2 lb.
  Ammo (30/120), loading
  Bolas
  4 gp
  -
  2 lb.
  Entangling, Finesse, thrown (20/60)
  Boomerang
  1 gp
  1d4 bludgeoning 2 lb.
  Finesse, thrown (20/60)
  Chatkcha
  2 gp
  1d6 slashing
  1 lb.
  Finesse, thrown (30/120)
  Crossbow, blade
  300 gp
  1d4 slashing
  19 lb.
  Ammo (50/200), caliber(3), loading, two-handed
  Crossbow, polybolos
  550 gp
  2d8 piercing
  41 lb.
  Ammo (150/600), loading(10), mag(12), limit(tripod), two-handed
  Crossbow, hand
  75 gp
  1d6 piercing
  3 lb.
  Ammo (30/120), light, loading, prone fighting
  Crossbow, hand repeating 375 gp
  1d6 piercing
  4 lb.
  Ammo (30/120), light, loading(5), mag(6), prone fighting
  Crossbow, heavy
  50 gp
  1d10 piercing
  18 lb.
  Ammo (100/400), heavy, loading, two-handed
  Crossbow, heavy double
  100 gp
  1d10 piercing
  22 lb.
  Ammo (75/300), heavy, loading(1), mag(2), two-handed
  Crossbow, heavy repeating 250 gp
  1d10 piercing
  20 lb.
  Ammo (50/200), heavy, loading(7), mag(6), two-handed
  Longbow
  50 gp
  1d8 piercing
  2 lb.
  Ammo (150/600), heavy, two-handed
  Longbow, composite
  50 gp
  1d8 piercing
  2 lb.
  Ammo (150/600), heavy, strongbow, two-handed
  Longbow, recurve
  105 gp
  1d8 piercing
  3 lb.
  Ammo (125/500), finesse, heavy, two-handed
  Net
  1 gp
  –
  3 lb.
  Entangling, thrown (5/15)
  Net, barbed
  10 gp
  –
  3 lb.
  Entangling, ongoing(1), thrown (5/15)
  Shields
  Name
  Cost
  +AC
  Weight
  Properties
  Buckler
  12 gp
  +1
  2 lb.
  Bashing(1d3 bludgeoning), free-handed, light, parry, worn
  Shield
  10 gp
  +2
  6 lb.
  Bashing(1d6 bludgeoning), nonlethal
  Shield, spiked
  30 gp
  +2
  6 lb.
  Bashing(1d6 piercing)
  Tower Shield
  50 gp
  +2/+3 20 lb.
  Heavy, mobile cover(¾), noisy, special
  
  Realistic Firearms
  Medieval Firearms
  All Medieval Firearms have the Misfire(2) and Sundering(2) properties in addition to those listed below.
  Name
  Cost
  Damage
  Weight Properties
  Handgonne
  240 gp 2d12 piercing 7 lb.
  Ammo (150/600), loading(4), two-handed
  Two-Faced Gonne 370 gp 2d12 piercing 11 lb.
  Ammo (150/600), loading(8), heavy, mag(2), two-handed
  Ten-Eyed Gonne
  920 gp 2d12 piercing 27 lb.
  Ammo (15/45), buckshot(5), heavy, loading(40), mag(2), two-handed
  Renaissance Firearms
  All Renaissance Firearms have the Deadly, Misfire(1) and Sundering(3) properties in addition to those listed below. All Renaissance
  Firearms with Light property also have the Prone Fighting property.
  Name
  Cost
  Damage
  Weight Properties
  Wheellock Pistol
  400 gp
  1d10 piercing 3 lb.
  Ammo (200/800), loading(3), light, point blank
  Pocket Pistol
  380 gp
  1d8 piercing ½ lb.
  Ammo (80/320), concealed, light, loading(3), point blank
  Flintlock Pistol
  400 gp
  2d10 piercing 3 lb.
  Ammo (200/800), light, loading(3), point blank
  Duck's Foot Pistol
  550 gp
  1d8 piercing 2 lb.
  Ammo (30/90), buckshot(4), light, loading(12)
  Snaphaunce Pistol
  250 gp
  1d8 piercing 1 lb.
  Ammo (125/500), light, loading(3), point blank
  Tantsutsu
  350 gp
  1d12 piercing 5 lb.
  Ammo (125/500), light, loading(7), point blank
  Arquebus
  300 gp
  2d10 piercing 10 lb.
  Ammo(200/800), loading(9), two-handed
  Caliver
  270 gp
  2d10 piercing 7 lb.
  Ammo(250/1000), caliber(1), loading(9), two-handed
  Carbine
  580 gp
  2d12 piercing 7 lb.
  Ammo(250/1000), caliber(1), loading(6), two-handed
  Flintlock Carbine
  490 gp
  2d12 piercing 4 lb.
  Ammo(200/800), loading(6), two-handed
  Fusil Ordinaire
  300 gp
  2d12 piercing 7 lb.
  Ammo(200/800), caliber(1), loading(6), two-handed
  Matchlock Musket
  350 gp
  2d12 piercing 21 lb.
  Ammo(300/1200), caliber(2), loading(9), two-handed
  Flintlock Musket
  400 gp
  2d12 piercing 13 lb.
  Ammo(300/1200), caliber(2), loading(2), two-handed
  Puckle Gun
  3600 gp 2d12 piercing 90 lb.
  Ammo(150/600), limited(tripod), loading(14), mag(9), two-handed
  Teppo
  340 gp
  1d10 piercing 9 lb.
  Ammo(150/600), loading(9), two-handed
  Wall Gun
  850 gp
  2d12 piercing 28 lb.
  Ammo(300/1200), caliber(3), limited(tripod), loading(6), two-handed
  Winged Tiger Gun
  440 gp
  2d10 piercing 7 lb.
  Ammo(150/600), loading(27), mag(3), two-handed
  Breechloading Carbine 540 gp
  2d10 piercing 9 lb.
  Ammo(150/1500), loading(1), two-handed
  Jäger Rifle
  600 gp
  2d10 piercing 11 lb.
  Ammo(200/2000), caliber(1), loading(9), two-handed
  Jäger Rifle, Double
  1000 gp 2d10 piercing 20 lb.
  Ammo(200/2000), caliber(1), loading(18), mag(2), two-handed
  Blunderbuss
  330 gp
  2d8 piercing 11 lb.
  Ammo(30/90), buckshot(3), loading(2), two-handed
  Fowling Piece, Single
  270 gp
  1d6 piercing 10 lb.
  Ammo(30/90), buckshot(5), loading(6), two-handed
  Fowling Piece, Double 340 gp
  1d6 piercing 17 lb.
  Ammo(30/90), buckshot(5), loading(12), mag(2), two-handed
  Industrial Firearms
  All Industrial Firearms have the Sundering(3) and Velocity properties in addition to those listed below. All Industrial Firearms with
  Light property also have the Prone Fighting property.
  Name
  Cost
  Damage
  Weight Properties
  Derringer
  400 gp
  1d10 piercing ½ lb.
  Ammo(200/2000), concealed, loading(1), light, mag(2), point blank
  Revolver
  600 gp
  2d8 piercing 2½ lb. Ammo(400/4000), loading(2), light, mag(6), point blank
  Rifle-Musket
  600 gp
  2d10 piercing 9 lb.
  Ammo(2000/6000), caliber(2), loading(2), two-handed
  Cartridge Rifle
  800 gp
  2d10 piercing 6 lb.
  Ammo(2000/6000), caliber(3), loading, two-handed
  Lever-Action Carbine
  2400 gp 2d8 piercing 7 lb.
  Ammo(1500/9000), caliber(3), loading(3), mag(7), two-handed
  Double-Barreled Shotgun 1800 gp 2d8 piercing 10 lb.
  Ammo(30/90), buckshot(5), heavy, loading(1), mag(2), two-handed
  Warning! Ballistic Realism
  These firearm rules are focused on realism.
  Most early firearms took long time to reload
  and were not reloaded during close combat.
  27
  
  Ammunition
  Name
  Cost
  Weight
  Weapon
  Properties
  Sling pellet
  1/5 cp
  1 oz.
  Sling
  –
  Blowgun needle
  2 cp
  1 oz.
  Blowgun
  –
  Quarrel
  5 cp
  1 oz.
  Crossbow
  –
  Field arrow
  5 cp
  1 oz.
  Bow
  –
  Bodkin arrow
  20 cp
  1 oz.
  Bow
  Sundering(1)
  Broadhead arrow
  20 cp
  1 oz.
  Bow
  Slashing damage, severing
  Bullet
  10 cp
  3 oz.
  Gun
  –
  Buckshot shells
  30 cp
  3 oz.
  Gun
  Used by ranged weapons with Buckshot property
  Firearm Accessories
  In the Renaissance period, ingenious armorers start to
  produce handy gadgets for users of small arms and artillery.
  Bandolier (Gunwielder's Kit) – 50 gp, 5 lbs
  A leather strap, worn over one shoulder and crossing to the
  opposite side of the torso, that holds the essential supplies for
  using a firearm: a dozen flasks for powder charges, a flask of
  priming powder, a small oilcan, a bullet pouch, a pouch of
  cleaning patches, and for matchlocks, a yard of slow match.
  When using a Bandolier, you can decrease the required
  attacks to load your firearm weapon by 1 for each 5 points of
  Loading value of the firearm.
  Belt Hook – 10 gp, 0.25 lb.
  Belt pistols, especially aboard ship, may have a metal hook
  attached to the side to prevent their slipping through a sash or
  belt. While attached to a Belt Hook, a firearm with Light
  property cannot be disarmed or removed from your body.
  Saddle Holsters – 30 gp, 5 lbs.
  In the Renaissance era, holsters were horse furniture, made
  to hang from a saddle. They’re sold in pairs, one for each side
  of the horse, so that the rider can have two pistols available.
  While mounted, firearms in a Saddle Holster count as extra
  Prepared Item (see Inventory, pg. 45) even if they are not
  small items.
  Bullet-Molding Gear – 50 gp, 2 lbs.
  Gun calibers aren’t standardized, and balls can’t be mass-
  produced. Gun owners need equipment for casting their own
  balls: an iron or bronze crucible for melting lead, tongs for
  handling it, and a set of bullet molds.
  Molding Gear is a variant of Tinker's tools and uses the
  same proficiency. It resembles a large pair of needle-nose
  pliers with several round hollows of the proper size; they can
  be closed, clamped shut, and then opened when the balls have
  cooled. A campfire produces enough heat to melt lead; casting
  20 balls takes 30 minutes. Armies carry lead ingots with
  them; if this runs out, a lead ingot can be purchased for 5 sp
  per lb.
  During a long rest or anytime during downtime, you may
  consume 0.2 lb of metal and make a Bullet-Molding Gear roll
  at DC 12. You produce 20 ammunitions, minus 2 for each
  point you miss the DC or plus 1 for each point you beat the
  DC. If you roll natural 20, add extra 10 to the total. if you roll
  natural 1, you botch the process and produce nothing usable.
  Gun-Cleaning Kit – 50 gp, 0.5 lb.
  Anyone who uses a firearm professionally needs equipment to
  clean it. This includes nipple key, vent pricker, oil bottle,
  screwdriver, double-pronged worm for cleaning, and tools for
  extracting jammed bullets. It also contains spare parts for 5
  repairs.
  During a long rest if you spend at least 30 minutes to
  disassemble and clean up your firearm, you can ignore the
  first Misfire it suffers when used. Also, when repairing a
  broken firearm using Tinker's Tools (see Misfire, pg. 30), you
  may spend one use of repair parts from the Gun-Cleaning Kit
  and lower the DC by 2.
  Match Cover – 10 gp, 0.5 lb.
  This detachable cover fits over the lock of a matchlock gun,
  keeping the rain off. It was invented in Japan, which
  experienced frequent rainstorms. A secondary benefit is that it
  conceals the glowing match, keeping it from revealing the
  arquebusier’s location at night.
  When you take long rest in humid or raining conditions,
  firearms with Misfire(1) property suffer the Misfire(3)
  property instead until the next long rest. This effect can be
  ignored if you use a Match Cover on the firearm.
  Musket Rest – 10 gp, 2 lbs.
  A pole with a forked upper end designed to be driven into the
  ground so that it can support the barrel. You can spend an
  action to set up a Musket Rest and put a two-handed firearm
  on it. You benefit from +1 to attack roll while resting on the
  Musket Rest.
  Shooting Stick – 5 gp, 1 lb.
  A prop for a long arm, made from crossed sticks strapped
  together with cord or leather. A sitting marksman may treat a
  gun supported by shooting sticks as braced. While prone, you
  can spend an action to set up a Shooting Stick and put a two-
  handed firearm on it. You benefit from +1 to attack roll and
  the firearm benefits from the prone fighting property while
  resting on the Shooting Stick.
  Sling – 10 gp, 1 lb.
  A sling is standard with the fusil grenadier, but other long
  arms can be adapted to use one. It allows the gunman to use
  two hands while keeping his shoulder arm close. A sling also
  lets a shooter brace even when he has nothing to prop on.
  While wearing Sling, you can spend your bonus action to
  benefit from +1 to attack roll with a two-handed firearm.
  28
  
  Weapon Properties
  Ammunition (Ammo)
  The weapon can make a ranged attack, only if its user has
  units of Ammunition to fire from it.
  Each time you attack with the weapon, you expend one unit
  of Ammunition. Unless the weapon has the Loading property,
  drawing a unit of Ammunition from a quiver, case, or other
  container is part of the attack, but you need a free hand to
  load a one-handed weapon. At the end of combat, you can
  recover half your expended Ammunition by taking a minute to
  search the battlefield, except bullets and pellets.
  If you use a weapon that has the Ammunition property to
  make a melee attack, you treat the weapon as an Improvised
  Weapon. A sling must be loaded to deal any damage when
  used in this way.
  Bashing 
  When you make a Shove a Creature action, you may have your
  shield with a Bashing property deal damage to your target,
  equal to the damage dice shown in parenthesis.
  Beatdown 
  You can use one of your attacks to make a special unarmed
  attack beating down on a defenseless target. If your target is
  either restrained, or is both grappled and prone, you may
  choose to beat it down with a special melee attack that deals
  additional damage of the same type as shown in parenthesis.
  Buckshot
  A ranged weapon with Buckshot property spreads multiple
  fragments in a scatter cone in short range. Both the weapon
  and the ammunition used must have Buckshot property.
  If the target is within the normal range increment you can
  select number of secondary targets within 5 feet of the
  primary target up to the value in parenthesis. The primary
  target cannot be selected as secondary target. Secondary
  targets behind the primary target or behind another secondary
  target cannot be selected. Make one attack and damage roll to
  apply to all targets.
  If the target is within 5 feet reach instead of selecting
  secondary targets, the primary target takes additional damage
  rolls equal to the value in parenthesis.
  Buckshot attacks with this weapon do not add your ability
  modifier to damage unless the modifier is negative.
  Bypass
  Flexible weapons with the Bypass property are unaffected by
  blocking the strength of the blow. These weapons ignore the
  AC bonus from non-magical shields and Defensive weapons.
  Caliber
  Ranged weapons with the Caliber property deals additional
  damage when you shoot from an advantageous position. The
  following conditions allow you to add extra damage dice of the
  same damage type up to the value shown in parenthesis.
  If your target is within 15 feet distance from you, the attack
  deals 1 additional damage die
  For each 3 points you beat the target's AC, the attack deals
  1 additional damage die.
  Close
  Weapons with the Close property have such small range that
  you need to move further into opponent's reach to attack
  them. Unless your target is grappled by you, attacks against
  that target provoke an opportunity attack or grapple from
  them.
  Concealed
  Weapons with the Concealed property can be hidden from
  plain sight until wielded or used. You can use your Dexterity
  (Sleight of Hand) to hide the weapon, and can benefit from
  Passive Sleight of Hand.
  If the weapon does not have the Light property, anyone who
  uses Wisdom (Perception) check to detect the weapon may
  benefit from Passive Perception.
  Critical 
  Weapons with a Critical property deal maximum damage with
  each of its damage dice when you roll an exceptional or
  critical hit.
  Deadly
  If a weapon with a Deadly property deals damage, you may
  reroll one of the weapon dice if it rolls a value of 1.
  Defensive 
  While wielding a weapon with this property and as long as you
  are not benefiting from Dodge action or bonus AC from a
  shield, if another creature hits you with a melee attack you can
  use your reaction to add a bonus to AC as shown in
  parenthesis. The bonus applies for that attack only, potentially
  causing the attack to miss you.
  If you are wielding multiple weapons with this property, the
  AC bonus does not stack. Versatile or two handed weapons
  grant this bonus only if they are held in two hands.
  Disarming 
  When your attack is exceptional or critical hit, you may use
  your bonus action to perform a Disarm combat action.
  Ensnaring 
  When you hit with a melee attack against a target you have
  advantage against, you may choose to deal no damage and
  instead attempt an opposed Grapple contest. You must use
  your weapon attack roll, and the target must use Dexterity
  (Acrobatics) skill.
  While your weapon is Grappling the target and you are
  holding on your ensnaring weapon, on your turn you may
  spend an attack to deal damage equal to your Strength
  modifier without rolling to attack. You may also use your
  Action to attempt an opposed Grapple check using your
  Attack roll instead of the Strength (Athletics) skill to either
  knock the target prone, or take a disadvantage on the skill
  check and attempt to disarm it.
  To escape, the entangled enemy must spend an action and
  succeed on a Strength (Athletics) or Dexterity (Acrobatics)
  check against DC 8 + your proficiency + your Strength
  modifier. The target has advantage if it is larger than you.
  Martial Style Properties
  Similar to Combat Actions (pg 9-12), some
  weapon properties have 
  , 
   and 
   icons.
  You can use the actions or reactions only if
  you are proficient with the weapon.
  29
  
  Finesse
  When making an attack with a Finesse weapon, you may
  choose to use either your Strength or Dexterity modifier for
  both the attack and damage rolls.
  Melee weapons with this property that do not also have the
  Light property require Strength 11 or higher to use Dexterity
  in this way.
  Finisher 
  The weapon is particularly adept at making the most of the
  advantageous situation, when an enemy is at your mercy.
  When the weapon is used to attack a prone creature in the
  beaten state, roll an additional weapon damage die on a hit.
  Also, Coup de Grace action (pg. 16) benefits from advantage
  on the attack roll with this weapon.
  Fragile
  When making a damage roll with this thrown weapon or
  ammunition, on result equal or lower than the number
  showed by the Fragile property on the weapon chart, the
  weapon or ammunition breaks immediately after the attack
  and can no longer be used or recovered after combat.
  Free-handed
  Weapons and shields with this property attach to the arm, but
  the hand remains unoccupied. You can use it to hold an item
  or another weapon with Versatile or Two-handed property.
  Grappling
  Weapons with the Grappling property can become lodged into
  a target if they do enough damage. If you roll damage equal or
  higher than the value in parenthesis, the weapon attaches to
  the target. As long as you hold grip on the weapon, the target
  is considered grappled by you.
  To dislodge the weapon, you need to use one of your attacks
  and make a DC 12 Strength check. If you succeed, you also
  deal damage to the target equal to the number of points above
  the DC (up to the weapon dice maximum value).
  Heavy
  The weapon is larger and more weighty than a standard
  weapon, lending it unique advantages and challenges.
  A Heavy weapon can be used to make only one attack per
  turn, unless it is being wielded by a character with a Strength
  score of 13 or more. For small creatures, there's no
  disadvantage but requirement is Strength score of 19 or
  more. A Heavy weapon uses a bonus action to draw or stow.
  Any attempt to disarm the wielder of a heavy weapon is
  made at disadvantage.
  Light
  The weapon is small and easy to handle, making it ideal for
  fighting with two weapons or for Small characters.
  Additionally, if you have Strength 11 or higher, opportunity
  attacks made against you are made with disadvantage while
  you are wielding this weapon with a shield.
  It is also possible to conceal light weapon, requiring DC 10
  or 15 Perception check to find, depending on circumstance.
  Limit
  Weapons with the Limit property can be used to attack only in
  the environment or in a specific way as described in
  parenthesis, such as only mounted, or only set stationary.
  Loading
  Because of the time required to load this weapon, you can fire
  only one piece of ammunition from it when you use an action,
  bonus action, or reaction to fire it, regardless of the number of
  attacks you can normally make.
  Some weapons take longer to reload and you must spend a
  number of attacks to reload equal to the value in parenthesis.
  Long
  Weapons with the Long property impose a disadvantage to
  attacks within 5 feet or as shown in parenthesis. You can also
  cannot attempt any combat actions or special melee attacks
  with this weapon at any target within that range.
  Mag
  When you reload a ranged weapon with Mag property, a
  number of Ammunitions are placed in it ready to be fired. You
  must have the ammunition in a quiver, case or another
  container. As long as there is ammunition in the weapon, you
  can ignore the Loading property of the weapon.
  Misfire
  Whenever you make an attack roll with a ranged weapon with
  the Misfire property and the attack roll is equal to or lower
  than the weapon’s Misfire value, the weapon misfires. The
  attack misses, and the weapon cannot be used again until you
  spend an action to try and clean or repair it.
  To repair a firearm, you must make a successful Tinker’s
  Tools check (DC equal to 8 + Misfire score). If your check fails,
  the weapon is unusable until the end of combat and may need
  to be mended out of combat at a quarter of the cost of the
  firearm (up to DM's discretion). Creatures who use a firearm
  without being proficient increase the weapon’s Misfire score
  by 1.
  Missile
  Ranged weapons with Missile property shoot rocks or cannon
  balls that deal damage in area around their target.
  After the primary target takes damage, all nearby targets
  take scatter damage dice with the weapon's dice size and
  damage type, equal to the value in parenthesis and decreased
  by one for each 10 feet distance increments from the primary
  target. Nearby creatures that benefit from three quarters cover
  make Dexterity Saving throw vs 10 + Missile weapon's attack
  bonus. On a fail, they take half scatter damage.
  Mobile Cover 
  Shields with the Mobile Cover property are larger than
  normal and can be stationed upright and used as cover.
  You can use your bonus action to position your shield as an
  object that you or others may engage with. If you do so, you
  receive the benefits of cover as shown in the parenthesis.
  Nonlethal
  The weapon is designed to incapacitate, or is otherwise
  capable of delivering a hit that does not kill the target.
  All weapons may be used to deal Nonlethal strikes, but they
  deal Bludgeoning damage equal to 1 plus Strength instead of
  their typical value. Weapons with the Nonlethal property still
  deal their full damage. Improvised Weapons have this
  property, if they can deal Bludgeoning damage.
  Ongoing
  While a weapon with Ongoing property is in contact with its
  target, it deals damage in the beginning of each of its turns
  equal to the value shown in parenthesis.
  30
  
  Parry 
  The weapon has catching or deflecting feature, allowing it to
  be used to parry incoming attacks. It can use Deflect combat
  action (see pg. 13) even if the weapon has the Light or Finesse
  properties. However, if the weapon is not Light nor Finesse,
  you may also reroll one of the weapon dice once when using
  Deflect, and choose one of the results.
  Pellets
  This weapon uses cheaper ammunition pellets intended for a
  sling, even if it's weapon type is not a sling.
  Point Blank 
  Ranged weapons with Point Blank property allow for exact
  precision when pointing at nearby targets. Attacks with
  ranged weapons that have this property do not suffer
  disadvantage when made within 5 feet of a hostile creature.
  Prone Fighting 
  The weapon is able to be used just as effectively while laying
  on the ground or while standing. When you are prone and
  attack with this weapon, you do not suffer disadvantage.
  Range
  The weapon can be used to make attacks from a distance
  beyond melee reach. A Ranged weapon has two numbers in
  parentheses after the Ammunition or Thrown property. The
  first number is the weapon's normal range in feet, and the
  second is the weapon's long range. When attacking a target
  beyond normal range, you take disadvantage on the attack roll.
  You can't attack a target beyond the weapon's long range.
  Reach
  The weapon has an extended length. This weapon adds 5 feet
  to your Reach when you attack with it, and when determining
  your Reach for attacks of opportunity with it.
  Severing 
  The weapon is particularly potent in maximizing its unique
  damage type. When an attack roll with a Severing weapon
  exceeds the AC of the target by 10 or more, it will inflict an
  additional Severing effect based upon the type of damage
  dealt. A critical hit guarantees a Severing effect as well.
  Slashing weapons can inflict gaping wounds and profuse
  bleeding. If your attack's damage causes a Wound Risk, the
  target Wound Confirmation DC increases by +2. Objects,
  Constructs, and Elementals are immune to this effect.
  Bludgeoning weapons can hit with a singularly bone-
  shaking blow, stunning the target. If your attack's damage
  causes a Wound Risk, the target becomes Stunned until  
  the end of its next turn.
  Piercing weapons can punch holes in defenses or
  otherwise leave a target more vulnerable. If your attack's
  damage causes a Wound Risk, it also lowers the target's  
  AC by 2 until the end of its next turn.
  Sharp
  Weapons with the Sharp property deal additional damage on
  a successful hit, as shown in parenthesis.
  Silent
  Silent weapons make no noise and allow you to use the Silent
  Takedown (see pg. 16) combat action.
  Slow
  Weapons with a Slow property consume your whole action to
  execute a single attack, even if you have multiple attacks.
  Stable
  Weapons with the Stable property have a comfortable grip
  that prevents easy disarming. You have advantage on any save
  or check you make to avoid being disarmed.
  Strongbow
  Ranged weapon with a Strongbow property allows you to
  choose between Strength and Dexterity modifier when
  dealing damage.
  Sundering 
  The weapon has qualities that crush or pierce armor, making
  it more effective against targets that employ such defenses.
  When you attack a target wearing cuirass frame armor
  (such as breastplate, half plate or heavy armor) or with natural
  armor, you gain a bonus to the attack roll equal to value in
  parenthesis. Your attack also ignores piercing or slashing
  resistance when applying damage.
  Sweeping 
  The weapon makes attacks in broad, sweeping motions. You
  must declare a Sweeping attack. If damage from a Sweeping
  attack reduces a creature to 0 hit points, you may deal the
  weapon dice in damage to another creature adjacent to you.
  If there are multiple walls, friendly characters size Medium
  or larger, or other such obstructions adjacent to you, a
  Sweeping attack is made at disadvantage.
  Threatening 
  You can spend your reaction to perform an opportunity attack
  against any opponent that enters your weapon's reach.
  Tripping 
  Weapons with Tripping property have a curved end designed
  to catch target and put it off balance. When your attack is
  exceptional or critical hit, you may use your bonus action to
  perform a Trip combat action (pg. 13)
  Thrown
  The weapon itself can be thrown to make a Ranged attack.
  Drawing a Thrown weapon is part of the attack, but you
  need a free hand. If the Thrown weapon is a melee weapon,
  you use the same ability modifier for its attack and damage
  rolls that you would use for a melee attack with the same
  weapon. You may use your bonus action to recover any
  Thrown weapon within your reach. At the end of combat, you
  can recover all undamaged Thrown weapons by taking a
  minute to Search the battlefield.
  Two-Handed
  The weapon is large or cumbersome and requires two hands
  to fight effectively with it. The weapon must be held in two
  hands to make an attack or to properly wield it. Attempts to
  disarm you are done at disadvantage.
  Versatile
  The weapon can be wielded in either a one-handed or two-
  handed stance. This weapon can be used with one or two
  hands. This weapon has a number in parentheses after the
  Versatile property, indicating the damage inflicted when this
  weapon is used with two hands for a melee attack.
  31
  
  Velocity
  Advanced firearms shoot projectiles at higher velocity than all
  other ranged weapons. While causing less bleeding than
  arrows bullets deal more trauma and are very effective at
  killing quickly. When rolling for damage, roll one additional
  weapon die then remove the die with the lowest result.
  When using weapons with Velocity property the target does
  not benefit from AC bonus from cuirass armor components
  (such as breastplate, half plate or heavy armor).
  Weak
  Creatures that wear any Hauberk or Medium Armor have
  resistance to damage dealt by weapons with Weak property
  unless it is an exceptional or critical hit.
  Wind-up 
   
  The weapon can be used with extra time to prepare a more
  devastating attack than normal, or keep enemies away.
  On your turn you can forgo one of your Attacks to begin a
  wind-up for a weapon attack, such as spinning a flail. For the
  next Attack with a wound-up weapon during the same turn,
  you can extend the critical hit range by 1 (from 20 to 19-20)
  and if it hits, double the Strength bonus applied to damage.
  The weapon stops being wound-up at the end of your turn
  unless you spend one additional Attack. If you do so, the
  weapon remains wound-up until your next turn and retains
  the extended critical range and additional Strength bonus.
  You may also use your reaction to perform an opportunity
  attack when an enemy enters your range or attacks you. If the
  opportunity attack hits, the enemy is also Stunned until the
  end of its next turn.
  If you receive a negative condition or you are knocked
  prone, the weapon is no longer wound-up.
  Winged 
  These weapons have specially-shaped heads that halt the
  movement of their target toward the user of the weapon, and
  can also be used to catch shields and weapons.
  When you deal piercing damage against a creature no
  greater than one size larger than you with a winged weapon,
  that creature is grappled. While grappled in this way, that
  creature cannot move toward you but can move away. If you
  make another attack roll or move away from the target, the
  grapple ends as you remove weapon's head from the target's
  body. The target may also break the grapple, by moving away
  from you. When grappling a creature in this way, you may use
  one of your attacks to attempt to shove the target prone, using
  your weapon attack modifier in place of Strength (Athletics).
  You may also replace one of your attacks with an attempt to
  disarm a target, using your weapon attack modifier in place of
  Strength (Athletics). This special attack breaks the grapple
  with the winged weapon.
  Worn
  Weapons with the Worn property are equipped in a way
  similar to armor, by strapping it firmly to the body. It takes 1
  minute to don or doff the weapon or shield, and you can do it
  as part of doning or doffing an armor. The DM may allow you
  to skip the required time if you ignore the Worn property of
  the weapon or shield.
  While the weapon or shield benefit from the Worn property,
  it cannot be disarmed unless the attack or skill check is an
  exceptional or critical hit.
  Weapon Balance
  Weapons in this section are modelled over their real
  world properties and fighting style and thus some
  may be clearly better choice than others while also
  cheaper. These rules do not account for weapon
  rarity or difficulty of mastering them.
  If your players are worried about game balance,
  you can ignore this section and use weapons from
  Player's Handbook instead.
  32
  
  Special Weapon Properties
  Atlatl
  Atlatl is a tool that extends the effective reach of the thrower's
  arm, allowing for weapons with the Throwing property to be
  hurled to greater distance. An atlatl is comprised of a handle
  with a cup or spur at the end into which a dart, greater trident,
  harpoon, javelin, spear, trident, or yklwa may be set, either at
  its butt or at a notched point on the shaft.
  When such a weapon is launched from an atlatl, both its
  range increments are increased by a distance equal to the
  weapon’s normal range increment. Alternately, the atlatl can
  be used to throw grenades or vials, doubling their ranges.
  Using an atlatl requires two hands. Because of the time
  required to attach the thrown weapon to this device, you can
  throw only one projectile with it when you use an action,
  bonus action, or reaction, regardless of the number of attacks
  you can normally make.
  Blowgun
  Ammunition for this weapon is made up of small, fine needles
  that are especially potent when paired with a poison coating.
  You cannot score a critical hit with this weapon as a result
  of your attack roll. When you perform a ranged attack with a
  weapon with this property while hidden, your position is not
  automatically revealed if you hit the target.
  When applying poison to Blowgun needles as Ammunition
  for this weapon, the dose of poison can cover 10 units of
  Ammunition instead of the usual 3.
  Boar Spear
  These versatile spears are designed to hunt very large
  animals, and are often equipped with either a special shaped
  spearhead or a set of lugs to prevent the target from sliding up
  the haft and closer to their attacker. When held in two hands,
  Boar Spears have the Reach property.
  After hitting a target with this weapon, it is unable to move
  toward you until you make an attack roll against another
  target. While holding a creature this way, you can use an
  Attack to attempt to Shove it or knock it prone.
  Bola
  As an Action, you can throw the bola at a creature in attempt
  to trip it. Make a ranged attack against a creature within 20
  feet of you, treating the bola as an improvised weapon. On a
  hit, a Medium or smaller creature has their movement
  reduced to 0 until freed. If the creature used its movement in
  its turn before it was hit by this attack, it also falls prone.
  A bola has no effect on creatures that are formless, or are
  larger than Medium. A creature may spend their action to free
  themselves or another creature from a bola.
  Garotte Wire
  Garrote Wire can only be used on a creature the same size or
  smaller than you, and only when you have advantage against
  them. On a hit, the target is automatically grappled by the
  weapon. Until the weapon is grappling the target and you hold
  on the weapon, the target is also Suffocating.
  To escape, the enemy must use an action to succeed on a
  Strength (Athletics) or Dexterity (Acrobatics) check against
  DC equal to 8 + your proficiency + your Strength modifier. The
  target has advantage if it is larger than you.
   
   
  Lance
  A Lance requires two hands to wield, when you aren't
  mounted. You have disadvantage when you use a Lance to
  attack a target within 5 feet of you.
  Net
  A creature hit by a Net is also restrained until it is freed. A Net
  has no effect on formless creatures, nor creatures that are
  Huge or larger. A creature can use its action to make a DC 12
  Strength check, freeing itself or another creature within its
  reach on a success. Dealing 5 Slashing damage to the net (AC
  10) frees the creature without harming it, ends the restrained
  effect, and destroys the Net.
  When you use an action, bonus action, or reaction to free
  yourself from a net, you can make only one attack regardless
  of the number of attacks you can normally make.
  Pollaxe
  The head of this weapon is enormously versatile, possessing
  an axe blade, a hammer, and a large spike. With a Pollaxe, you
  may inflict bludgeoning, piercing, or slashing damage on any
  single attack. You must decide the damage type before the roll
  is made.
  Repeating Crossbow
  This weapon uses a lever mechanism to quickly draw and fire
  bolts from a top-loaded, integrated magazine. The magazine
  can hold 6 bolts and requires a bonus action to reload.
  Due to the rapid but somewhat imprecise nature of this
  weapon, you cannot ignore 1/2 or 3/4 cover when firing it,
  even with the Sharpshooter feat.
  Torch
  While wielding a lit torch, you may attempt to hit and hold
  your torch against the opponent's body that could catch fire
  and burn. You must spend your movement and action to
  perform an attack at disadvantage. If you hit and the target
  has flammable surface, the target starts Burning.
  A Burning target takes 1d4 fire damage at the start of each
  of its turns. The target must spend its action and succeed  
  DC 12 Constitution check to stop burning, or succeed DC 12
  Dexterity check to remove the burning surface from its body.
  Out of combat Burning does 3d4 fire damage per minute,
  and is stopped with DC 10 Dexterity or Constitution check.
  Tower Shield
  To wield a tower shield, a creature must be medium or larger
  and have at least 13 Strength, and must have a Strength score
  of at least 15 or have their movement speed reduced by 10
  feet, as with heavy armor. Using the shield requires ongoing
  concentration. The shield provides +2 to AC, and extra +3 AC
  vs ranged if you don't Attack until next turn.
  This enormous shield can be planted into the ground,
  creating additional cover for you and your allies. As a reaction,
  you can plant the shield. The shield now provides 3/4 cover
  (+5) from effects that require a Dexterity saving throw, such as
  Fireball spell, as well as half cover (+2) for one 5-foot square
  immediately adjacent to the shield wielder.
  33
  
  Weapon Degradation
  Like any means of war weapons dull and break. When used
  normally, weapons only take minimal damage compensated
  by cleaning or sharpening them as part of long or full rest.
  You can also push your weapon beyond its limit to achieve
  great effect, damaging it in the process. At any time you can
  choose from the actions below and your weapon suffers a level
  of degradation.
  When your attack roll is an exceptional success, you may
  choose to degrade your weapon to make the attack deliver
  critical hit. You may still reroll one damage die.
  When your attack hits, you may choose to degrade your
  weapon and deal one additional weapon die of damage. If
  your attack has advantage you may choose to degrade your
  weapon by two degrees and add two additional weapon
  dice of damage instead.
  As long as you don't have disadvantage on your attack roll
  and an attack against you hits, you may choose to degrade
  your weapon and use your reaction to increase your AC by
  2 (3 if weapon is held in two hands) potentially causing the
  attack to miss.
  When you must make Strength or Dexterity saving throw
  against a threat, you may choose to degrade your weapon
  and gain advantage on the saving throw by bracing or
  stopping the threat with your weapon, if DM allows.
  You may propose an unorthodox use of your weapon (as a
  lever to lift fallen rocks or a bar to hold a door). The DM
  may allow it if you choose to degrade the weapon.
  Weapon degradation has negative effect to damage rolls and
  increased risk of weapon breaking. The weapon also no
  longer benefits from listed weapon properties until it is
  repaired. Like with Exhaustion, degradation effects stack.
  Nonmagical weapons always suffer degradation. Magical
  weapons can attempt to resist by rolling a d20 every time you
  choose to degrade the weapon. If the result is equal or less
  than 5 plus 2 for each point of magic enhancement bonus, the
  weapon resists the degradation; otherwise it degrades as
  normal.
   
  Degradation due to Damage
  The DM may also rule that when you take more than
  25 acid, fire, lightning or thunder damage,  
  any wielded weapon also degrades.
  The threshold varies between materials (10 bone,
  15 stone, 40 for adamantium, etc.)
  Melee Weapon Conditions
  Dulled
  The weapon's edge has lost its sharpness or its bludgeoning
  head has worn off. When a damage die rolls maximum value,
  you must reroll the die. The weapon loses the Critical, Deadly
  and Sharp properties if it has them until repaired.
  The weapon can be fully repaired using a whetstone for 10
  minutes and a successful DC 10 Smith’s tools check.
  Chipped
  The weapon has lost small bits in combat, its edge or surface
  is ragged and uneven. Weapon's damage die decreases its size
  by a category (d6 handaxe deals d4 damage if chipped). The
  weapon loses the Finisher and Severing properties if it has
  them until repaired.
  The weapon can still be fully repaired using blacksmith's
  sharpening wheel for 1 hour and a DC 12 Smith’s tools check
  Cracked
  The weapon has spiderline cracks within it, making it nearly
  unusable without breaking. When rolling damage, roll the
  weapon dice twice and take the lower result. When you have
  disadvantage on the attack roll and you roll a natural 1, the
  cracked weapon breaks. The weapon loses the Bypass and
  Defending properties if it has them until repaired.
  The weapons cannot be repaired unless made of malleable
  material such as metal and requires half day of smith work
  and a successful DC 15 Smith's tools check.
  Splintered
  The weapon's handle has been damaged or parts of the blade
  or head are coming loose, subjecting the wielder to potential
  injury upon weapon breaking. When you roll 10 or less on the
  attack roll, the weapon breaks. If you use any Combat Action
  or Weapon Property that uses your action, attack or reaction,
  the weapon breaks after the effect. When a splintered weapon
  breaks, you take one weapon die in damage.
  The weapons cannot be repaired unless made of malleable
  material such as metal and requires a full day of smith work,
  materials for a new handle or blade (DM's choice) and a
  successful DC 15 Smith's tools check.
  Broken
  A broken weapon is rendered useless in its current function,
  either snapping in half, at the handle, or is shattered. It can
  only be used as an improvised weapon.
  A broken weapon cannot be repaired and can only be
  salvaged for material for a new weapon.
   
  Loot and Degradation
  No weapons left for years unattended will be found
  in pristine condition. Most nonmagical weapons
  found as loot may suffer the Dulled condition.
  Weapons affected from rust and environmental
  damage come as Chipped or Cracked.
  Melee
  Degree
  Condition
  1
  Dulled
  2
  Chipped
  3
  Cracked
  4
  Splintered
  5
  Broken
  Ranged
  Degree Condition
  1
  String Fray
  2
  String Snap
  3
  Frame Decay
  4
  Broken
  34
  
  Ranged Weapon Conditions
  String Fray
  The bow string of this weapon has been frayed from long use.
  The weapon gains the Misfire(2) weapon property. If the
  weapon misfires, the bow string snaps and the weapon is
  broken until the string is replaced. The weapon is unable to
  deal critical damage or reroll damage dice from exceptional
  success or Combat Actions while the string is frayed.
  The weapon can be fully repaired if you replace the string. If
  you are unable to do so, you must wax the string for 10
  minutes and make a DC 10 Carpenter's tools check during
  each long rest. If you fail, the Misfire value increases by 1.
  String Snap
  The bow string of this weapon is in critical condition with
  many strain points ready to snap. The weapon gains the
  Misfire(5) weapon property. If the weapon misfires, the  
  bow string snaps and the weapon is broken until the string is
  replaced. Ranged attacks outside weapon's near range fail
  automatically.
  The weapon can be fully repaired if you replace the string. If
  you are unable to do so, you must wax the string for 10
  minutes and make a DC 12 Carpenter's tools check during
  each long rest. If you fail, the Misfire value increases by 2.
  Frame Decay
  The fine grain of the weapon has gathered hairline cracks and
  heavy decay from being loaded and handled hastily. When you
  have disadvantage on the attack roll and you roll 10 or less on
  the attack roll, the bow frame or the crossbow mechanism
  breaks.
  The weapon can be fully repaired using replacing the frame
  or repairing the crossbow mechanism using spare parts for 10
  minutes and a DC 15 Carpenter's tools check.
  Broken
  A broken weapon is rendered useless, either its bow string
  snapped, the frame cracked or the crossbow mechanism is
  broken. It can only be used as an improvised weapon.
  A broken weapon cannot be repaired and can only be
  salvaged for material for a new weapon.
  Permanent Degradation
  When you make an attempt to repair a degraded weapon and
  you fail on the tool check, the weapon becomes permanently
  degraded to its current state and further maintenance cannot
  improve its condition above the permanent damage.
  You may attempt to retry the failed check again but the
  check DC increases by 2 with each retry. Alternatively the DM
  may allow that once during week of downtime the damaged
  weapon can undergo extensive repairs by a blacksmith or a
  bowmaker. During such repair the failed tool check can be
  retried without any DC increase.
  If the weapon is magical and you risk to permanently
  degrade the weapon due to failed check, you may choose to
  permanently decrease its magical enhancement bonus by 1 or
  decrease magical extra damage dealt by 1 die (your choice) to
  automatically succeed on a failed repair check.
  35
  
  Skills
  In Dungeons and Dragons 5th Edition, skills are intentionally
  vague and simple to appeal to new players. This section lets
  you add depth and customization to Skills in a meaningful
  way related to your character's background and training.
  Skill Focus
  Skill Focus is a narrow domain of knowledge and mastery
  that further refines a Skill. You can develop a Focus only in
  Skills you are proficient in. Skill Focus lets you benefit from
  bonus to skill check depending on its level of mastery.
  Expert and Master levels of Skill Focus also let you reroll
  your skill check if the d20 result is within the Reroll range.
  You may reroll only once and you must use the new value.
  Focus Level
  Benefit
  Training Points
  Trained
  +2
  50
  Expert
  +4, Reroll (1-2)
  200
  Master
  +6, Reroll (1-5)
  1000
  Starting Skill Focus
  When starting a new character, you may choose a number of
  Trained Foci from this section equal to your proficiency. New
  Foci and advancement to Expert and Master level can only be
  gained through training or studying.
  You can also remove one skill proficiency to gain Trained
  Skill Focus in two separate skills you are proficient in.
  Skill Focus Training
  Gaining new Skill Foci or advancing existing to Expert and
  Master level requires downtime and access to a teacher or
  source of knowledge. For example, the DM may suggest that
  Arcane Spell Lore cannot be learned by someone trained in
  its basic skill (Arcana) or the same Spell Focus (Arcane Spell
  Lore), or access to a library with books that cover the Focus.
  During a day of downtime with at least 4 hours of training
  or studying, you can make a skill check using the basic skill
  category of the Focus. If you are trained by someone who has
  the same Skill Focus at a higher level than yours, you have
  advantage on the check. Depending on your result you earn a
  number of training points and once you acquire enough your
  Skill Focus advances to the next level.
  In campaigns where downtime is not possible, players can
  spend 100 XP to make a training roll during a long rest as
  long as they spend 1 hour training or studying.
  Check
  Benefit
  0-10
  No Points
  10-14
  1 point
  15-19
  2 points
  20-24
  3 points
  25-29
  5 points
  30+
  8 points
  Routine Check (Take 8)
  Anytime you are not threatened, distracted or
  pressured, you may choose to do a Routine Check.
  You make a skill check and if you roll 7 or less, you
  take 8 as your result.
  Distractions or threats (such as combat) or
  suffering disadvantage to the skill check make it
  impossible to do Routine Check. Routine checks
  requires three times the time needed to complete
  the task because you check for possible mistakes.
  If you have advantage on the roll, instead of
  rolling two dice and taking the higher result you add
  +5 to the roll.
  36
  
  Strength
  Athletics
  Athletics is broken down into four foci: Climbing, Jumping,
  Mining and Swimming.
  Climbing
  Scaling cliffsides or reaching rooftops, few players have
  lasting careers without the use of climbing out of trouble.
  Jumping
  Jumping allows players to leap in great bounds horizontally, or
  try to attain great heights vertically. You can add your Focus
  bonus to your Strength score when calculating long and high
  jump distance.
  Mining
  Extracting minerals and metals from the ground is a staple in
  worlds where iron and steel see kingdoms rise and fall. This is
  a new use of the Athletics skill. DMs should set DCs based on
  how long or difficult it would take to extract valuables. Failure
  results in half yields.
  Swimming
  Crossing rapid streams, delving into the lair of a black dragon,
  or communing with mermaids, few are the players who stay
  dry forever.
  Dexterity
  Acrobatics
  Acrobatics is broken down into five foci: Balance, Diving,
  Escapology, Aerobatics and Tumbling.
  Balance
  Crossing narrow bridges, riding choppy seas, or running
  across ice, most players actively avoid trying to fall prone.
  Diving
  Sometimes a belly flop is fine, but most players want to avoid
  taking damage when falling into water. Slipping unnoticed
  into water to evade a dock guard might come in handy for port
  rogues.
  Escapology
  Between spider webs and bounty hunter manacles, a quick
  Escape is sometimes the better part of valor.
  Aerobatics
  Tumbling and swimming are great for players darting around
  foes on the ground and underwater, but Aerobatics helps
  airborne players do the same. DMs should set DCs similar to
  those skills for flying creatures.
  Tumbling
  Avoiding damage from a big fall or sliding through an
  opponents legs, mobile players can often find a need to
  tumble.
  Sleight of Hand
  Sleight of Hand is broken down into three foci: Concealment,
  Juggling and Pickpocketing.
  Concealment
  While pickpocketing is great for liberating things from less
  observant targets, Concealment is great for making sure
  perceptive individuals aren't going to notice objects you've
  hidden. The DM should set the DC based on the size of the
  object and how difficult it would be to hide.
  Juggling
  Whether catching something to prevent it from falling or
  entertaining a crowd, it's not an uncommon skill for those with
  quick reflexes to pick up.
  Pickpocketing
  Planting evidence or filling your pockets with the possessions
  of others, Pickpocketing is a staple in every major city.
  Stealth
  Stealth is broken down into two expertises: Camouflage and
  Tailing. While both are used for hiding in different situations
  (staying still vs moving) the usual rules for stealth still apply as
  per page 177 in the Player's Handbook.
  Camouflage
  Hiding in place like a great cat stalking prey, Camouflage is a
  great tool for staking out targets or keeping your party hidden
  while resting.
  Tailing
  Wanting to move and not be noticed isn't just for Rogues.
  Keepers of Law or Bounty Hunters can find it useful for
  tracking targets. Either way, if you plan to move and be hidden
  Tailing is a useful skill to know.
  Constitution
  New Skill: Endurance
  Endurance is a completely new main skill based on
  Constitution. It is optional and can only be picked by
  characters that choose one or more of its expertises. The
  Barbarian, Druid, Fighter, Monk, and Paladin classes can add
  Endurance to the list of skills they can choose from.
  Endurance checks are made when your character needs to
  push their bodies beyond normal limits. Holding your breath,
  marching for days, going without sleep or food, and resisting
  the effects of alcohol are all times when one would roll an
  Endurance check.
  Endurance can be broken down into three skill foci:
  Environmental Adaptation, Pain Tolerance, and Running.
  Environmental Adaptation
  Over time, your body and mind have adapted to an
  environment. When using your Endurance skill to resist the
  naturally occurring effects of that terrain, you can use
  adaptation instead. For example, in a desert, you could use it
  to resist lack of water or overwhelming heat.
  37
  
  When picking this expertise, select one type of terrain or
  environment. You can take this expertise multiple times,
  selecting one new environment each time. The terrain
  available to Rangers via the Natural Explorer trait (Player's
  Handbook, pg. 91) are the options you can choose from, each
  time you take Environmental Adaptation expertise.
  Arctic
  Coast
  Desert
  Forest
  Grassland
  Mountain
  Nautical
  Swamp
  Underdark
  Nautical
  Pain Tolerance
  Information is power, and to that end torturers consider
  information extraction an art. Pain Tolerance allows you to
  resist their craft. The DM should use Endurance or Pain
  Tolerance as the skill to resist Torture.
  Distance Running
  Sprinting short distances is fine, but sometimes players need
  to cover vast distances without rest. Distance Running allows
  you to maintain your pace. DMs should use Distance Running
  to allow players to cover greater distances overland than
  usual, with failure resulting in exhaustion.
  Intelligence
  Arcana
  Arcana is broken down into five foci: Abberation Lore,
  Construct Lore, Elemental Lore, Monstrosity Lore and Arcane
  Spell Lore.
  Aberration Lore
  Aberrations are the strange and unusual creatures of the far
  realms. Experts can spend decades learning about these
  creatures but often end up going insane from picking up
  forbidden knowledge.
  Construct Lore
  Wizards are often considered fragile or frail, their strength in
  the arcane leads them to have powerful bodyguards made of
  stone, iron, or flesh. These constructed guardians will fight to
  the death for their masters.
  Elemental Lore
  Airy assassins, powerful efreeti, and alien gem-eating mounds
  of rock, the elemental planes spit out all manner of unusual
  creature. But their long history and ties to the creation of
  existence make them a well studied group.
  Monstrosity Lore
  While natural creatures like wolves and bears are well known
  to all, there are rarer beings like hydras and centaurs that
  inhabit the lands. With unusual abilities like turning players to
  stone from a paralyzing gaze or dissolving metals with only a
  touch, it's the wise hero who knows about these beasts.
  Arcane Spell Lore
  A wizard pulls out a pinch of sulfur and bat guano. Woe to the
  hero who doesn't identify a fireball spell before experiencing it
  firsthand.
  Lore
  The lore skills defined below allow you to know lots
  about things in the world. Functionally they are all
  the same, although the information they provide is
  quite varied. Below is a guide on how DMs can set
  their DCs, using dragons as an example.
  Very Easy (DC 5) - Very common knowledge.
  Dragons are dangerous, have breath weapons
  and fly.
  Easy (DC 10) - Common knowledge. The color of
  a dragon determines its breath weapon element.
  Moderate (DC 15) - Uncommon knowledge that
  most people don't know. The color of a dragon
  also determines their resistance or immunity to
  the same element. Sometimes dragons are
  spellcasters.
  Hard (DC 20) - Rare knowledge. Dragons of
  specific color have been documented to use
  specific spells, or specific legendary actions.
  Very Hard (DC 25) - Very rare knowledge. Elder
  dragons have these legendary lair actions when
  encountered inside their lairs.
  Obviously it's up to the DM to determine how
  rare information is for their world, but here is a
  good rule of thumb. Commoners know stuff DC 5-
  10. Educated individuals know 10-15. Scholars
  know things 15-20 and Experts (people who focus
  on that area of expertise) know things DC 20+
  38
  
  History
  History is broken down into 10 expertises: Humanoid Lore,
  Giant Lore, Dragon Lore, Regional Lore, Ancient Lore,
  Appraising, Bureaucracy, Heraldry, and Law.
  Regional Lore
  How old is Waterdeep? What are the laws regarding open
  magic in Sembia? Who is the consulate from Thay in Damara?
  Only a fool would go into a country without knowing anything
  about it.
  When picking this skill, select a region from the Lore
  Regions sidebar. You can take this skill multiple times,
  selecting one new region each time.
  Lore Regions
  The 'default' setting for Dungeons and Dragons 5th
  Edition is Faerun. Below are the regions we suggest
  for the use of History, but you can adapt this to any
  world. Generally, if your world has only a few
  regions (such as Ravenloft), each one would get an
  appropriate skill. If you have a great many regions,
  try grouping them. For example, in Faerun exists the
  Bloodstone Lands. That covers Vaasa, Damara, and a
  little of the surrounding areas.
  The Sword Coast: Waterdeep down to Amn.
  The Frozen North: The Ten Towns of Icewind
  Dale down to Neverwinter and across to
  Netheril.
  Netheril: The former desert of Netheril.
  The Shining South: The Snowflake Mountains
  across to Chessenta, from the Sea of Fallen Stars
  down to Halruaa.
  The Caliphate of Calim: Tethyr, the country of
  Calim and Velen
  The Jungles of Chult: Everything on the south
  side of the Shining Sea, over to Halruaa.
  Old Empires of the East: Unther, Mulhorand,
  Murghom and Thay
  The Bloodstone Lands: Vaasa, Damara and Narfel
  The Moonsea: The Dalelands, Impiltur,
  Cormanthor and the region between Vaasa and
  Netheril.
  The Sea of Fallen Stars: Turmish, Sembia, Cormyr,
  Thesk, Aglarond and Chessenta
  The Sea of Swords: Moonshae Islands, Lantan and
  all the islands of the Sword Coast.
  These are just a few detailed suggestions. If you
  want fewer regions, you could say the map is split
  into West, Central and Eastern Faerun.
  Humanoid Lore
  Humans, Elves, Dwarves and the other races of the world
  have raised empires, toppled kingdoms, forged alliances, and
  broken them with each other.
  Ancient Lore
  Is that statue historically relevant to the people who made the
  dungeon you're in, or is it something that was added in a later
  age? Knowing who built things and why can give greater
  insight into how they can help you now.
  Giant Lore
  Uncertain which giant sitting in a circle is the leader? Can't
  tell a Storm and a Cloud giant apart? Perhaps picking up the
  Giant Lore skill would help your hero avoid these confusions.
  Dragon Lore
  Everyone thinks they know all about dragons, but the
  creatures are so prolific and create so many half-breeds that
  filtering fact from fiction is difficult. A smart hero would want
  to study them.
  Appraising
  Knowing the cut of a gem, the difficulty in casting a bronze
  statue, or the elegance of a wooden box, allows you to
  understand exactly how ripped off you're going to get from the
  merchants in town.
  Bureaucracy
  A hero gains understanding of the ins and outs of
  governments, politics, and those who pull the strings behind
  the scenes. Players who train in bureaucracy long for the
  safety of dungeons.
  39
  
  Heraldry
  You see a shield emblazoned Party per pale or and vert, a
  dragon segreant sable. Does it belong to the evil baron from
  the next county or the benevolent king in your debt? Knowing
  means the difference between being celebrated or captured.
  Law
  Knowledge of the rules and regulations, and the
  consequences that will happen when your party members
  break them.
  Investigation
  Investigation is broken down into three foci: Cryptography,
  Information Gathering, and Deduction.
  Cryptography
  Cryptography is used when someone wants to hide
  information inside something else. Players can pick up the
  hidden meaning in a story, a password drawn into a painting,
  or a message left for a member of a hidden society.
  Information Gathering
  Walking around town, picking up rumors, is a common
  adventurer past time. Plying locals with booze to get secrets
  out of them is a great cover for getting drunk in town.
  Deduction
  The ability to see connections between seemingly random
  facts, and the process of reaching a decision or answer by
  evaluating known facts.
  Nature
  Nature is broken down into 9 foci: Beast Lore, Fey Lore, Ooze
  Lore, Plant Lore, Botany, Cartography, Geography, Geology,
  and Poison.
  Beast Lore
  Lions, Tigers and Bears. And Giant Rats. And Dinosaurs.
  Prepared players are ready for all of these horrors nature
  decided to throw at them.
  Fey Lore
  The Seelie and Unseelie courts are something no rational
  character will want to delve into, but rarely do you interact
  with these strange beings of your own volition.
  Ooze Lore
  One would think that Oozes don't have much lore behind
  them but the Oozeologists of the worlds disagree. These
  creatures have a tendency to inhabit exactly the places which
  players need to go.
  Plant Lore
  While farmers grow wheat and rotting wood grows new
  mushrooms, there are more mobile threats to the world.
  Botany
  If it's not walking, talking and thinking but it's still a plant,
  those trained in botany know all about it. Farmers, cooks,
  rangers, and scholars tend to fill out their ranks.
  40
  
  Cartography
  There's a big difference between being able to read the lay of
  the land in person, and reading a map. Knowing how to create
  and read maps is especially important for adventurers
  wanting to explore new lands.
  Geography
  Knowing how and why mountains form, what rocks lay under
  the ocean and which side of trees moss tends to are all skills
  useful to those who trek through the wilds. You can read the
  lay of the land faster than any map.
  Geology
  No dwarf worth their salt would be caught dead not knowing
  the differences between rock types. If you plan on delving
  through caves or even the Underdark, it's advised you listen to
  their knowledge.
  Poison
  Is a substance safe to touch? To breathe? To apply to your
  weapon? Not all poisons are created equal and their
  dangerous nature means understanding them makes you
  much safer.
  Religion
  Religion is broken down into seven foci: Celestial Lore, Fiend
  Lore, Undead Lore, Ceremony, Divine Spell Lore, Prophecy
  Lore, and Zeal.
  Celestial Lore
  Angels are powerful creatures and it's an old hero's adage:
  don't anger anyone who can vaporize you in a beam of
  concentrated holy light.
  Fiend Lore
  Devils? Demons? It's inadvised to trust either, but knowing
  which one sticks to their word and which doesn't will save
  your life.
  Undead Lore
  A skeleton stands before you, a few strands of hair clinging to
  the dome of its skull. A quick check will tell you if you should
  rush a disposable guardian or if you're about to be
  disintegrated by a powerful lich.
  Ceremony
  Watching a priest perform a ritual in the center of town is
  something most wouldn't consider unusual. Those keen of eye
  and armed with the knowledge of the hidden rituals of
  Tamoachan would know something evil is afoot.
  Divine Spell Lore
  A priest raises their hands, calling out for a powerful being to
  lend them power. With your hefty knowledge of divine spells,
  you'll know if they're summoning a fiendish weasel or casting
  a magical darkness.
  Prophecy Lore
  Players deal with prophecies regularly, but it usually involves
  seeking out wise old mountain dwellers for their knowledge.
  Cut out the middle prophet by learning about them yourself.
  Zeal
  A priest needs to communicate with the followers of their
  God. Zeal allows them to pass religious messages along with
  their sermons, similar to Bards using the Perform skill with
  an audience.
  Wisdom
  Animal Handling
  Animal Handling is broken down into five foci: Entomology,
  Falconry, Horsemanship, Kenneling, and Shepherding.
  Entomology
  Favoured by the drow, your knowledge of insects and
  arachnids allows you to identify the small ones and convince
  the big ones to let you ride them.
  Falconry
  Working with majestic birds, you can train them to send
  messages to other cities, find food, or if your sizes allow, ride
  them.
  Horsemanship
  Many an adventurer has swung a sword from horseback, but
  these creatures need to be trained to wade into battle.
  Understanding your mount will go a long way towards
  keeping it from flinging you off.
  Kenneling
  While others know how to deal with animals and even ride
  them, learning kenneling will allow you to keep and breed
  them. Many lords will have large kennels of canines with
  which to hunt.
  Shepherding
  While not as glamourous as a giant spider, eagle, wolf or
  horse, the shepherd deals with herding groups of animals. A
  rider can calm a horse, but a shepherd can calm a whole herd
  of cows, sheep or goats.
  Insight
  Insight is broken into two foci: Empathy and Combat Sense.
  Empathy
  A bard might understand how to make others see their point
  of view with a silvered tongue. Empathy will let you
  understand how someone else is feeling without having to
  press them as forcibly. A more subtle art, certainly.
  Combat Sense
  Everyone knows to take the high ground, but there are
  hundreds of battlefield strategies that can keep adventurers
  alive. Likewise, understanding that your opponent also knows
  these tricks is an equally useful tool.
  Medicine
  Medicine is broken down into four foci: Apothecary, Massage,
  Forensics, and Veterinary.
  41
  
  Apothecary
  Ointments, medicines and unguents are all different ways of
  solving what ails the common man who can't afford to down a
  healing potion whenever they get a headache. Being trained in
  the skill allows you to separate real cures from snake oil.
  Massage Therapy
  Physical therapy is not only a useful skill medicinally, but
  many a powerful ruler has had their ear swayed when they
  were in good moods during a skilled massage.
  Forensics
  Looking at a battlefield and being able to determine which
  side won, where the victors went and who might have survived
  takes as sharp a wit as being able to look at a corpse and
  determine the cause of death. Such a skill can help keep the
  same fate from befalling the players.
  Veterinary
  While many medicines apply in a general way between
  humans and horses, understanding the specific differences
  between the two can help you apply medicine to animals.
  Perception
  Perception is broken into three foci: Eavesdropping,
  Guarding, and Tasting.
  Eavesdropping
  Listening through a door, from a distance, or around a corner
  is not an easy task. Another one of those skills that urban
  adventurers find useful.
  Guarding
  You have an ever-watchful eye that can spot movement or any
  other irregularities around you. You keep a perfect watch, able
  to tell friend from foe and patiently guard your surroundings.
  Tasting
  Wow, you can really taste the poison! Every lord, king, or
  emperor will be glad they have royal tasters specially trained
  in picking out the dangers lurking within their food.
  Survival
  Survival is broken down into 10 foci: Find Water, Fire
  Mastery, Fishing, Foraging, Regional Navigation, Rope
  Mastery, Skinning, Tracking, Trapping, and Weather Sense.
  Find Water
  It's recommended players take time to drink a few times in an
  adventuring day. In some of the more dangerous regions of the
  world that can be hard to do. Being trained to find water can
  help mitigate this risk.
  Fire Mastery
  Something even children are taught and one of the basics of
  survival, you know how to start, stop, or enlarge a fire. Also,
  you can easily determine how long a fire has been burning.
  42
  
  Fishing
  Let others eat berries. Find yourself some of that delicious
  flaky food. A staple in any port location, many adventurers will
  supplement their dried foods with fish.
  Foraging
  No water nearby? Can't hunt because the animals in the forest
  belong to the king and his evil henchmen? If you're going to
  end up eating berries, it's a good idea to know the difference
  between the ones that will make you feel better and the ones
  that will leave you sick.
  Region Navigation
  Can't see the forest for the trees? Finding the Underdark
  keeps twisting around in circles? An ocean all around you and
  no idea where you are? Take some time to learn how to
  navigate the world and never feel lost again. When picking
  this skill, select a region from the Regional Lore expertise. You
  can take this skill multiple times, selecting a new region each
  time.
  Rope Mastery
  You might not want to kill your foes, but they certainly can't be
  allowed to walk around freely. Why not tie them up with a
  rope? Or tie off a rope as an impromptu ladder for those times
  you're in the dungeon and a ladder cannot be found.
  Skinning
  Animals need to be skinned before becoming the leather
  armor that ends up protecting your more lightly armored
  friends and warming more northern peoples. It is
  recommended for DMs to set the DC based on how difficult
  removal is and to reward failures with lower yields.
  Tracking
  Not everyone can be so lucky as to track foes through wet mud
  or snow. Being skilled in spotting the tell-tale signs of your
  prey through the best and worst of conditions is useful to most
  adventuring groups.
  Trapping
  If the whole 'slowly chase animals and shoot them with
  arrows' thing isn't working for you, try luring them with some
  bait into a trap! It is advised that the DM sets the DC based on
  how plentiful creatures are in the area.
  Weather Sense
  Storm's a brewin' and you can tell! Know what the weather
  will be like in a few hours or even a few days, if you're really
  good at it.
  Charisma
  Deception
  Deception is broken into five foci: Acting, Boasting, Disguise,
  Fast Talking, and Mimicry.
  Acting
  From impressing audiences in amphitheaters of large cites to
  tricking mob bosses in sewer lairs, the skill of Acting can be
  plied widely across the land.
  Boasting
  Drunks from taverns across the world, trained or otherwise,
  flood the ears of passers by with the Boasting skill. Of course,
  every single boasted tale is absolutely factual as well!
  Disguise
  This is the ability to apply pigments, makeup, and prosthetics
  to literally make someone look unlike themselves. The DM
  should set the DC according to how difficult it would be to
  make the target look like something else.
  Fast-talk
  Your lips are just as quick as your wits, and combining both
  throws people off of the intent of your words and directly
  where you want them (provided they don't notice your
  duplicity).
  Mimicry
  Calling out to a goblin tribe, mimicking their war boss, and
  having them let prisoners loose is a great test of your Mimicry
  skill. Of course, sounding like someone isn't enough to
  convince people you are them but it's a start.
  Intimidation
  Intimidation is broken into two foci: Torture and Savagery.
  Torture
  Extracting information from a source by force. The DM
  should use a Constitution or an Endurance (Pain Tolerance)
  roll to set the DC for using this skill.
  Savagery
  Talking to barbarians, tribal creatures, and other so-called
  'uncivilized' societies requires a different set of skills from
  playing around in a court. The Savagery skill is used in the
  same way that Etiquette is used in civilized places or Zeal in
  locations of faith.
  Performance
  Performance is broken down into seven foci: Comedy,
  Dancing, Instrument Mastery, Pantomime, Oratory, Poetry,
  and Singing.
  Instrument Mastery
  When picking this skill, select a musical instrument. You can
  take this skill multiple times, selecting one new instrument
  each time. A master of an instrument gains advantage on rolls,
  when using other instruments in the same group.
  You can add your Focus bonus to any performance with a
  musical instrument you are proficient with.
  Brass - Trumpets or Horns
  Keyed - Pianos or Gnomish Steam Organs
  String - Guitar, Harp, or Violin
  Woodwind - Bagpipes, Clarinet or Flute
  Percussion - Drums, Triangle, or Xylophone
  Comedy
  What's the deal with Orcs subjugating other races? Comedy is
  a great way to endear yourself to your audience. Of course the
  wrong joke to the right crowd could end very poorly.
  43
  
  Dancing
  Dancing is a universal sign of civilization. From the smallest
  Halflings to the largest Giants, every race seems to have their
  own culturally significant way to cut a rug.
  Pantomime
  This is the ability to pantomime actions and have others
  understand what you're conveying, such as communicating
  with party members without resorting to whispering. The DM
  should set the DC according to how difficult that action would
  be to convey without any other items.
  Oratory
  A booming voice, echoing through a large room, catches the
  attention of all. The oratory skill lets you say what needs to be
  said with a significant amount of panache.
  Poetry
  It's not for everyone but to the right target, Poetry is like the
  Massage skill for the soul.
  Singing
  Functionally similar to playing an instrument but requiring an
  entirely different set of skills, singing is oft said to be one of
  the most difficult instruments to perfect.
  Persuasion
  Persuasion is broken down into six foci: Bargaining, Debate,
  Etiquette, Leadership, Provocation, and Seduction
  Bargaining
  Honest merchants prefer a fair bargain versus a cunning
  tongue. The best deals are the ones which benefit everyone.
  Debate
  You might be right, and they might be wrong, but if you don't
  understand the best way to express that then you'll truly have
  your work cut out for you.
  Etiquette
  While your usual skills of persuasion will work with the
  commoners, nobles and gentry will require a much more
  refined touch. That's when it's time to break out your
  Etiquette skills to impress.
  Leadership
  Anyone can send a troupe of soldiers into battle. A leader will
  be there to inspire them to stay on the battlefield when the
  going gets tough, or to ignore their exhaustion when they're
  tired. The DM should set the DC based on how loyal that
  group is to the leader as well as what the leader is asking of
  that group.
  Provocation
  Your cunning words cut deeper than your sword, and it is a
  fair reason to make anyone react angrily, violently, or
  emotionally against their best interests.
  Seduction
  If you've got it, flaunt it. Of course there's no promise that you
  are what your target is looking for, but nothing ventured,
  nothing gained.
  44
  
  Inventory
  Item Bulk
  Instead of precise weight, every item has bulk value based on
  its approximate size and mass. Add the size value and mass
  modifier to get the final bulk value.
  Players and the DM can easily classify every item using the
  suggested examples from the table below. Most adventuring
  items fall into the Medium size category. Most quest items are
  either Tiny or Small.
  Item Sizes
  Bulk Category Examples for Medium size characters
  –
  Tiny
  Very small (smaller than your palm). Hold
  many in one hand. More fit in a pocket.
  Coins, pebbles, keys, rings, small gems.
  0
  Small
  Short length (up to a handspan / 9 inches).
  Held comfortably in one hand. Can fit one in
  a pocket that visibly bulges. A dagger, a
  potion, a scroll, a pocket-sized book.
  1
  Medium
  Medium length (up to an arms-length /  
  2 ft). Held with one hand. Cannot fit in a
  pocket, but can be attached to a belt or
  strap. A sword, a set of tools, a spell book, a
  healing kit, a lantern, quiver of arrows.
  2
  Large
  Long length (longer than arm). Requires one
  hand to hold or two hands to use. All
  weapons with Reach or Two-Handed. All
  Hauberk or Cuirass overlay armor. A long
  sword, a large sack, small furniture.
  Item Mass
  Bulk Category Examples
  -1
  Light
  The item is very light for its size. You can
  hold several in your hand if the DM allows.
  All weapons with Light property.
  0
  Normal The item is easy to carry in one hand.
  +1
  Heavy
  The item is heavy, and if Medium or Large
  requires two hands to carry. All weapons and
  armor with the Heavy property.
  Bulk Capacity
  Your maximum carrying capacity is based on your body Size
  category and your Strength modifier. If you exceed your
  carrying capacity, you become Encumbered.
  Capacity by Size Category
  Size
  Maximum Capacity
  Tiny
  Str Modifier / 2, rounded down (min 0)
  Small
  2 + Str modifier (min 1)
  Medium
  8 + Str modifier (min 5)
  Large
  10 + 2x Str modifier (min 7)
  Huge
  20 + 5x Str modifier (min 15)
  Gargantuan
  30 + 10x Str modifier (min 20)
  Containers
  Your hands are your natural containers. You can only hold up
  to one Medium or Large item in each hand, or one Heavy
  Medium or Heavy Large item in both your hands.
  You can also use Containers to store items. A container's
  Size category is a limit on the largest item you can place
  inside it. The Storage value defines how much total bulk can
  be stored inside it. When carried, the container's weight is the
  sum of all item bulk inside it.
  Containers
  Container
  Size
  Storage
  Pocket. Your clothing may  
  have 2 or more pockets.
  Small
  0
  Quiver
  Small
  1
  Small Sack
  Medium
  2
  Messenger Bag
  Medium
  3
  Large Sack
  Medium
  5
  Backpack
  Large
  7
  Traveling Backpack
  Large
  10
  Free Containers
  In addition to containers, characters can freely carry one
  ration box, one waterskin, and one purse. These don't occupy
  inventory space or bulk, and can store a small amount of basic
  supplies.
  Ration box: Stores up to five basic rations.
  Waterskin: Holds enough water for five drinks.
  Purse: Holds 100 coins.
  A character's basic clothes do not occupy any inventory
  space or bulk, when wearing them.
  Prepared Items
  You may have a number of Small items prepared for quick
  access during combat, up to a number equal to half your
  Proficiency, rounded down. This includes potions, holy
  symbols, material spell components and such.
  During combat, you may access and draw a Prepared item
  as a free action. You can also use any hand that is occupied by
  an item that is also wielded by another hand (such as a two-
  handed weapon) without dropping that item.
   
  Player's Handbook Compatibility
  All heavy armor from the Player's Handbook are
  Heavy Large items according to these rules.
  When you must decide how much you can carry
  based on weight (such as gold from a dungeon),
  divide your free bulk by your maximum capacity and
  then multiply your Player's Handbook carrying
  capacity by that percentage.
  45
  
  Economy
  Silver Standard Economy
  Players interested in Medieval life and alternative historical
  settings may find Dungeons & Dragons prices and treasure
  based on gold to be very generous. Playing poor characters
  that struggle in remote areas is also made impossible by the
  ease of attaining gold. To improve the level of realism in your
  game, you may want to switch to the Silver Standard instead.
  The Silver Standard is a simple conversion of all official
  rulebook prices of nonmagical goods, weapons and armor
  from gold to silver. If a longsword costs 15gp in Player's
  Handbook, it now costs 15sp; a 1sp club costs only 1cp. This
  makes silver the basis of your game economy and copper is
  now a meaningful exchange unit for small transactions. Any
  treasure in the form of gold and platinum is suddenly a stuff of
  legend and a life-changing opportunity to become rich.
  Players creating new characters don't need to convert while
  choosing their starting equipment. Once done any remaining
  money are converted from silver to copper, and from gold to
  silver.
  Depending on your setting, you may want to keep certain
  prices in gold. In settings with low magic, magical items are
  expensive and should retain their price in gold. In settings
  where knowledge and skill are highly valued, mercenaries
  might retain their hire price in gold. In settings with politics
  and merchants, all international trade is done in gold.
  Masterwork Weapons
  In medieval and alternative historical settings where magic
  may not exist players do not have access to magical weapons
  as presented in Dungeon Master's Guide. The following rules
  allow DM to provide Masterwork items, created by few master
  craftsmen, using rare materials or forged with secret smithing
  techniques.
  Masterwork weapons still have bonus properties but they
  only apply to damage. For example, a +1 longsword will only
  add +1 to damage but not +1 to attack. Masterwork weapons
  cannot have their damage die or bonus impaired by effects,
  such as Rust Monster's touch.
  Masterwork weapons and armor are not magical and rules
  regarding magical items do not apply to them. If a spell is
  used to enchant the weapon to a magical weapon with both
  attack and damage bonus property, the Masterwork item gains
  bonus to attack up to its bonus to damage.
  When deciding the price of any Masterwork weapon or
  armor, use 40% of the price provided in Dungeon Master's
  Handbook or other supplements. Unlike normal weapons,
  Masterwork gear retain their value. If you want to sell your
  normal used weapons or armor, DM may have traders pay a
  third of their listed value while Masterwork weapons always
  retain at least 80% of their listed value. If you use Silver
  Standard and access to high quality equipment is reserved for
  nobility and kings only, you may retain its price in gold.
  46
  
  Magic
  Hiding Spell Casting
  In some situations you may attempt to hide the act of casting
  spells, cast them in a non-threatening manner, or disguise the
  use of specific components as part of the spell casting from
  prying eyes.
  If a spell has a Verbal component, you must roll
  Intelligence, Wisdom or Charisma (Stealth) opposed by
  Passive Perception if you are not actively observed, or
  Perception Roll if observed. Loud background noise give
  advantage to the your roll. If the observer suspects that you
  are spell caster, they have advantage to the Perception Roll.
  If a spell has a Somatic component, you must roll Dexterity
  (Stealth) opposed by Passive Perception if you are not actively
  observed, or Perception Roll if observed. Lots of nearby
  movement (such as a crowd) give advantage to your roll. If the
  observer knows you are able to use magic, they have
  advantage to the Perception Roll.
  If a spell has a Material component, you must roll Dexterity
  (Sleight of Hand) opposed by Passive Perception if you are not
  actively observed, or Perception Roll if observed. If the
  observer is trained to recognize spell components, he has
  advantage to the Perception Roll.
  If a spell has multiple components, you must roll separate
  for each. Failure to one roll reveals only suspicious activity
  unless the observer can recognize magic use. Failure to two or
  more rolls reveals unmistakable evidence of casting magic.
  Cost of Magical Services
  When you seek magical assistance from individuals who ask
  fair payment for their services, use the following formula to
  calculate the cost of the service. The Base Cost depends on
  the relationship with the caster, availability, legal issues and
  living standards in the region.
  Base Cost of 5, when you have established contact with
  preferential price, the service is legal and widely available
  and there is high competition providing it, or the living
  standards of the location are very low
  Base Cost of 10, when you contact an independent
  organization providing the service, the service is legal but
  only few in the region provide it, and the living standards of
  the location are standard
  Base Cost of 15 or more, when you are being fleeced, the
  service is considered illegal, only one person in vast region
  provides it, and the living standards of the location are very
  high
  Spell Cost = (Spell Level x Spell Level) x
  Base Cost + (Consumed Materials x 2) +
  (Nonconsumed Materials x 0.1)
  47
  
  Realistic Opponents
  Dungeon Master's Guide (pg. 274) offers loose guidelines on
  how to create a monster for your adventures. While sufficient
  for fantasy monsters, realistic humanoids must have physical
  limitations and abilities that should closely resemble those of
  player characters to remain believable. This section contains
  additional rules to improve realistic opponent design.
  Concept
  When creating realistic opponents, start by selecting official,
  third party or homebrew classes, subclasses and feats. You
  will be using class hit die and its abilities for your opponent.
  Attributes
  You can set arbitrary values between –5 and +5 to each of the
  six attributes, or roll them using a mix of 3d6 and "4d6, drop
  the lowest" methods.
  Ordinary, mediocre opponents roll five times "3d6" and one
  time "4d6, drop the lowest" values and distribute them.
  Competent opponents roll three times "3d6" and three times
  "4d6, drop the lowest" values. Heroic and highly competent
  opponents roll six times "4d6, drop the lowest" like player
  characters in Player's Handbook.
  Hit Points
  At CR 1, realistic opponents should start with 6 hit dice of its
  corresponding size category (usually d8 for humanoids).
  For each category below CR 1, subtract 1 hit die except at
  CR 0 where the opponent must have exactly 1 hit die.
  For each category above CR 1, add one hit die of its size
  category and two hit dice of its chosen class.
  Realistic humans reach peak health condition at 30 hit dice.
  You can assign different values to other races, such as 25 to
  elves, 35 to half-orcs and 40 to dwarves.
  As your opponent ages, their hit dice total will decline. As
  opponent passes its prime, the hit dice maximum decreases
  by 10%, rounded down. If opponent is old or venerable, the hit
  dice maximum is decreased by 30%, rounded down. Life of
  deprivation or disease would decrease hit dice further.
  Damage per Round
  Damage per Round must be distributed into one or several
  attacks. Without multiple attacks, your opponent will either
  deal all or no damage at all against players with high AC. By
  distributing damage into multiple attacks, you improve their
  odds to deal at least some damage.
  For each 10 points of the Damage per Round total allow for
  a separate attack after the first, up to five attacks. Each attack
  must deal roughly equal share of the total. Subtract the
  Strength (melee) and Dexterity (ranged) modifier from each
  attack, and compare the remaining damage with the average
  weapon dice value of a desired weapon.
  Attacks
  Even if your opponent can make only one attack per round, it
  is good practice to prepare several different attack options for
  various situations. If you are expecting players with very high
  AC, you should prepare a Grapple or Ability Saving Throw-
  based attack to challenge them.
  Your opponent may be particularly proficient with specific
  attacks. You may distribute up to two points of Attack Bonus
  from one attack to another. The improved attack Recharges on
  5-6, and on a failed Recharge the opponent must use the
  weakened attack.
  You may use Combat Actions and Weapon Properties in this
  supplement as attacks, if your players are actively using them
  too. Put a Recharge 5-6 requirement on them to make sure
  your opponent is not overusing them.
  Conditional Damage
  High offensive CR allows for more damage than a realistic
  opponent can fit within five attacks. If your opponent must
  deal 80 damage per round, but weapon attacks can deal up  
  to 50, you have to distribute the remaining 30 elsewhere.
  Always distribute equally between attacks.
  You can assign extra damage to attacks when certain
  conditions are met, or when the target fails a saving throw
  with appropriate Save DC for the opponent's CR. The extra
  damage uses the same damage type as the main attack and is
  included in it when checking for Wound Risk (pg. 6).
  You can convert 5 damage per round into simple combat
  condition instead of extra damage. You can come up with new
  conditions such as Bleeding, Burning and others. The
  condition must be one that the target can end on its turn (such
  as standing from prone, or Dexterity saving throw to remove
  burning clothes), or ends at the end of its next turn (such as
  stunned or poisoned). The target must make a saving throw at
  appropriate Save DC for the opponent's CR to avoid the
  condition.
  You can convert 10 damage per round into guaranteed
  Wound Risk. The target automatically suffers an extra Wound
  Risk even if the attack damage doesn't exceed the threshold of
  12 + Constitution modifier. The target must make a saving
  throw at appropriate Save DC, decreased by 2, to avoid the
  guaranteed Wound Risk.
  When creating multiple conditions on different attacks,
  avoid creating self-sufficient synergies. Allow different
  opponents to play as a team and complement each other.
  48
  Example Actions
  Quarterstaff. +5 to attack, 1d8+3 bludgeoning
  damage. If the target is prone, your attack deals 2d8
  extra damage.
  Knife. +2 to attack, 1d4+2 bludgeoning damage. The
  target must make a DC 13 Dexterity check or take
  3d4 extra damage.
  Knee Strike. +3 to attack, 1d4+1 bludgeoning
  damage. If you have advantage on your attack roll,
  the target must make a DC 13 Constitution check or
  drop prone. [Converts 5 damage in a condition].
  Heart Pierce. +5 to attack, 1d6+5 bludgeoning
  damage. The target must make a DC 11 (13, minus
  2) Dexterity check or take a guaranteed Wound Risk.
  [Converts 10 damage in guaranteed Wound Risk].
  
  Abilities
  Realistic opponents have class and subclass just like players
  do and use the same abilities. The table below lists what class
  and subclass abilities are available to the opponent based on
  its CR.
  Player abilities may increase your opponent's effective CR
  compared to a monster CR from other sources. The increase
  modifier is listed as CR increase in the table.
  Challenge
  Rating
  Class
  Abilities
  Subclass
  Abilities
  CR
  Increase
  1/2+
  Level 1-5
  –
  –
  2+
  Level 1-11
  Level 1-7
  +1
  5+
  Level 1-17
  Level 1-15
  +2
  8+
  Level 1-20
  Level 1-20
  +3
  You may substitute features and abilities from player class
  and subclass with feats or monster abilities from Monster
  Manual or other sources. Make sure you substitute features
  important to combat encounters, not flavor or skill abilities.
  If you want your opponent to multiclass, you can replace
  any class or subclass ability available on its CR for another
  from another class or subclass, as long as the new ability is  
  of the same type (class or subclass) and is gained on a level
  tier lower than the ability that is being replaced.
  It is possible but not advised to multiclass with abilities that
  unlock new mechanics, resources or lists of options (such as
  list of Battlemaster techniques or Ki points).
  Spellcasting
  Spellcasting is a feature inherent to some player classes or
  subclasses, and some monster types. Its choice of spells and
  spellcasting ability are determined by its class.
  Realistic opponents of CR 1 count as 2nd level spellcaster.
  Each 2 CR above, the spellcasting level increases by 1.
  The choice of spells also affects opponent's CR. If it wields
  destructive magic, check its highest spells damage output as
  alternative to its attacks' total Damage per Round to calculate
  the opponent's offensive CR.
  Legendary Actions
  Realistic opponents with high CR make legendary champions
  or memorable villains that players will try to challenge as a
  group. Against experienced players and without any support, a
  villain will be easily overwhelmed.
  You can balance such encounters and utilize extra damage
  by giving your opponent access to Legendary Actions. The
  table below defines four power tiers with descriptor you may
  attach to their creature type, number of Legendary Actions per
  turn, increase to opponent's effective CR and extra Hit Dice
  based on their chosen class.
  When calculating the effective CR of Legendary opponent,
  consider any creature of CR 1/2 or lower as having a CR of 0
  for the purpose of this calculation.
  Power
  Descriptor
  CR
  Increase
  Legendary
  Actions
  Extra Hit
  Dice
  Elite
  +1
  1
  +1 class
  Boss
  +2
  2
  +2 class
  Legendary
  +3
  3
  +3 class
  Epic
  +4
  4
  +4 class
  Opponents can perform Legendary Actions after another
  creature’s turn, provided they can “pay” the action cost for
  them. For example, an Elite opponent will not be able to
  perform Legendary Actions that cost 2 actions because they
  can only take 1 such action per round. Only one Legendary
  Action option can be used at a time and only at the end of
  another creature’s turn. The opponent regains all spent
  Legendary Actions at the start of its turn.
  The list below contains Legendary Actions that represent
  extraordinary skill or combat insight.
  In addition to Legendary Actions, opponents also gain access
  to same amount of Legendary Reactions. Unlike Actions, they
  do not recover at the start of opponent's next turn but at the
  dawn of the next day.
  49
  Legendary Actions
  Attack. The opponent makes a single melee or ranged
  attack.
  Move. The opponent moves up to its speed without
  provoking attacks of opportunity.
  Cast a Cantrip. The opponent casts a cantrip, provided
  it is able to cast spells.
  Multiattack (Costs 2 Actions). The opponent uses its
  multiattack, provided it already has such an action
  option.
  Special Ability (Costs 2 Actions). The opponent uses
  one of its special abilities that require an action,
  provided that it has such an ability.
  Cast a Spell (Costs 2 Actions). The opponent casts a
  spell, provided it is able to cast spells.
  All-Out (Costs 3 Actions). The opponent moves up to
  its speed without provoking attacks of opportunity
  and uses its multiattack, provided it already has such
  an action option.
  Legendary Reactions
  Legendary Resistance. If the opponent fails a saving
  throw it can choose to succeed instead.
  
  Part II
  Options and Variants
  50
  
  About Part II: Options and Variants
  Part II of Grit and Glory is a collection of various rules, options and variants focused on improving realism and
  medieval or historic accuracy, as well as advice on handling many rules included in this supplement. Once enough
  rules are collected and tested to form a new subject, they may be moved to their own set of pages in Part I.
  Handling Damage and Wounds
  Combat in Dungeons & Dragons is abstract. Attacks that deal
  hit point damage do not always cause serious damage - they
  either wear off the opponent or leave nonfatal scratches and
  bruises until one final attack makes the killing blow.
  When you gain the Bruised, Bloodied or Beaten state (see
  Combat Conditions, pg. 8), the accumulated damage changes
  your appearance so others can recognize how close you are to
  dying. The DM and players must communicate when any
  creature reach these states, especially Bloodied and Beaten.
  Any creature with Intelligence score of 6 or more can pick on
  weaker or wounded targets based on their appearance.
  When an opponent receives a Wound (see Wounds, pg. 6)
  the DM or players can describe a real grievous wound caused
  by a particularly strong attack. The wound may be nonfatal
  however it can be broken bones, exposed flesh and bleeding
  that can be used to trace a fleeting creature.
  Players who receive Wounds are encouraged to treat them
  as real damage that causes them great pain and impediment.
  While Wounds have no lasting effect like Injuries, DM should
  recognize and reward with Inspiration Points the players who
  put effort in realistically portraying the nasty consequences of
  combat.
  Variant: Immediate Injuries
  The Injuries (see pg. 6-7) rules come into play only after
  combat is over and surviving creatures assess the damages
  they have received. This keeps Injuries from interfering with
  combat that is already intense and dangerous. However if you
  as DM want to trigger Injuries immediately during combat,
  the following Variant is for you.
  Every player has an Injury Risk score, starting from 0. Every
  time a player must receive Injury token, he increases his
  Injury Risk score by 2, and then rolls 20-sided die and adds
  his Injury Risk. When players receive Massive Damage, DM
  may increase their Injury Risk by 5 or more. Consult the table
  below for result.
  Immediate Injury Result
  1d20+Risk Result
  1-9
  Roll on One Injury Token table
  10-19
  Roll on Two Injury Token table
  20+
  If your Injury Risk score is less than 10, roll on
  Three Injury Token table. If it is equal or higher
  than 10, roll on Four Injury Tokens table.
  The Injury, if any, comes into effect immediately. The player
  then resets his Injury Risk to 0 unless he rolled a total of 17+
  on the Random Injury tables and received a superficial Injury.
  Option: Realistic Bleeding
  The Bleeding rules (see Wounds, pg. 6) are balanced towards
  low to medium level characters. At higher levels, the bleeding
  damage becomes a lesser factor and can be easily ignored by
  players. This option adds scaling to bleeding damage.
  To improve realism, treat Bleeding as a value rather than
  count of Wounds received since start of combat. Creatures
  enters combat with no Bleeding damage. Each time a source
  of damage causes a Wound, increase your Bleeding value by
  your Proficiency minus 1. At the start of their turn, each
  creature loses hit points equal to their Bleeding value.
  Option: Bleeding Out of Combat
  The Bleeding rules (see Wounds, pg. 6) prevent creatures
  from dying due to bleeding after combat ends.
  To improve realism, creatures can bleed out of combat
  unless they take a DC 12 Wisdom (Medicinine) skill check and
  spend one use of healer's kit or improvised equivalent (such as
  ripped tunic to make a bandage). For each five minutes (equal
  to a Breather rest), a bleeding creature loses 1 hp per Open
  Wound received since the start of last combat.
  Option: Festering Wounds
  When you take long or full rest (see pg. 12), if you have any
  open Wounds they risk festering. Make a Constitution saving
  throw at DC 12 + amount of open Wounds you have.
  If you fail, at the end of the rest your maximum hit points
  decrease by your hit die maximum value. Your maximum hit
  points return to normal when you take a long or full rest with
  no open Wounds.
  While your hit point maximum is decreased from Festering
  Wounds, your Death Save DC (see pg. 8) is increased by 2.
  Option: Closed Wounds
  The Wounds rules (see pg. 6) allow to use healing and magic
  to completely recover from Wounds. This allows fantasy
  characters to continue adventuring without accumulating
  physical attrition.
  If you want to improve realism, when you remove an Open
  Wound using healing or magic you gain a Closed Wound.
  Track Closed Wounds separately on your sheet. When you
  accumulate Closed Wounds equal or more than two, three or
  four times your Level plus Constitution modifier, you gain a
  permanent level of Exhaustion that cannot be recovered with
  rest and recovers only when you lower your total of Closed
  Wounds.
  Closed Wounds recover by 1 per day of Full Rest and a
  successful DC 15 Constitution check. If you miss the check,
  you do not recover a Closed Wound but the DC is lowered by
  1 on the following day. When you spend a day doing anything
  but Full Rest or when you successfully recover a Closed
  Wound, the DC is reset to 15.
  51
  
  Conflicts with Abilities and Magic
  Dungeons and Dragons is a game of strict wording and exceptions. Every rule applies until another rule overrides it. A
  complete rule overhaul such as Grit and Glory can easily contradict with a lot of D&D content such as races, classes
  and magic spells.
  When it happens, any abilities and spells should always be applied as written even if they contradict with the rules in
  this supplement. The DM has the final judgement to restrict access to specific races, classes or spells if they are not
  compatible with the world he has created or the level of realism he aims for.
  Option: Combat Engagement Limit
  Mapless Combat (see pg. 17-19) does not set a limit on
  number of creatures that can Engage at once with same
  opponent. In reality too many attackers tend to make it
  difficult for each other to attack, or impossible for new
  attackers to get within reach with the target.
  Consult the table below for the maximum creatures that
  can Engage at once a single target. Once their number meets
  the Disadvantage limit, any additional Engaged creatures
  above that limit attack the target with disadvantage. Once
  their number meets the Maximum limit, additional creatures
  above that limit cannot Engage or attack the target.
  When a target is Engaged with creatures equal or more
  than the Disadvantage limit, he is considered to have three-
  quarters cover from ranged attacks. When the target is
  Engaged with creatures equal to the Maximum limit, he is
  considered to have full cover from ranged attacks.
  Maximum Engagements per Target
  Target Size
  Disadvantage
  Maximum
  Tiny
  –
  3
  Small
  2
  4
  Medium
  3
  5
  Large
  4
  7
  Huge
  6
  10
  Gargantuan
  10
  No Limit
  Option: Combat Zone Effects
  Combat Zones (see Mapless Combat, pg. 17-19) can be
  assigned tags that describe effects that help the players and
  the DM make meaningful choices on the battlefield.
  Debris - moving inside this zone requires spending your
  bonus action in addition to taking the Move or Dash action
  Deafening - creatures in this zone are unable to
  communicate verbally with other Near creatures
  Dim - creatures in this zone have +2 AC against attackers
  without a means to see them clearly (ex. darkvision).
  Hazard - creatures in this zone can be pushed, pulled or
  otherwise maneuvered into a damaging effect (ie: a fire or
  chasm). Those that are take damage as set by the DM (ex.
  1d6 fire damage from a nearby firepit).
  Slippery - whenever a creature attempts to Dash in or out
  of this zone , they must make a DC 12 Dexterity check or
  fall prone instead.
  Unstable - creatures in this zone must make a DC 12
  Dexterity saving throw at the start of their turn or fall
  prone instead. They may take a -2 penalty to their AC until
  the start of their next turn. If they do, they automatically
  pass the Dexterity check.
  Option: Fighting Styles
  Players may be overwhelmed by the amount of Combat and
  Stealth Actions (see pg. 13-16) in this supplement. To reduce
  confusion and choice paralysis during combat, you can help
  your players by asking them to create a Fighting Style.
  Fighting Style is a set of 3 Combat Actions that a creature
  has been trained to use in combat. Players can choose those
  that fit their preferred weapons or role in combat. Once the
  Fighting Style is set, only included options can be used in
  combat. Anytime they level up, players can change one or
  several options in their Style. Few examples:
  Brute: Power Attack, Charge, Sunder 
  Duelist: Feint, Deflect, Counterk 
  Bandit: Feint, Trip, Dirty Fighting 
  Assassin: Dirty Fighting, Silent Grapple, Distraction
  To keep it fair, enemies and villains also get their Fighting
  Styles. Minions should be limited to 1 or 2 options, while
  important NPC and villains get 3 and more. Include the
  descriptions of the combat actions in your enemy statblock
  notes the way you would include creature abilities.
  Option: Alternate Focus Use
  The contents of this section are associated with Chapter 10:
  Spellcasting in the Player's Handbook, starting on pg. 201.
  Only full casters require an empty hand to perform the
  somatic components of a spell. Anyone who gains access to
  spellcasting via a subclass can use somatic components as
  Prepared item (see pg. 45) and access them as a free action.
  In addition, the following rules apply depending on the type
  of the somatic component and your chosen class:
  Arcane: For the arcane focus use the spellcasting focus
  rules as written in the Player's Handbook. Arcane focuses are
  used by Sorcerers, Warlocks and Wizards in place of a spell's
  material components, where able. Generally, these classes are
  heavily focused on spellcasting. As such, the requirement for
  an arcane focus to be held in a hand is not limiting to their
  core function.
  Druidic: Instead of requiring the use of a hand, a druidic
  focus can instead be worn in contact with their skin. Rangers
  may also use druidic focuses, as by default they don't have
  access to any spellcasting focus. Some examples of hands free
  druidic focuses include; a flower necklace, a bone headdress
  or a wooden ring. This also includes tattoos using magical ink.
  Holy: A holy symbol that is used as a spellcasting focus
  must directly relate to that character's faith and be on display
  on their personage. Some examples of the forms holy symbols
  can take are as follows; a wide variety of engravings on armor,
  weapons or jewelry, stitched designs on clothing, including
  gloves, masks and other external garments, or even tattoos
  can all be used as holy symbols.
  52
  
  Variant: Cumulative Group Checks
  Group Checks (pg. 4) detail a skill check based on scoring
  multiple successes. This method rewards high attributes and
  proficiency and ignores players who rolled poorly. If you want
  to reward every player for contributing to the check, you can
  use this variant instead.
  Decide on the check DC and decrease it by 1, then multiply
  the result by the number of players making the Group Check.
  This is your Group DC. If the sum of all player rolls exceeds
  the Group DC, the group has made the check and can receive
  the information. For each 10 points the group total exceeds
  the Group DC, the DM can reveal additional information.
  If a player rolls a natural 20 on the die roll, he adds +10 to
  the total of the Group Check. If a player rolls a natural 1 on
  the die roll, he subtracts -10 from the Group Check.
  Option: Armor Encumbrance
  Some Armor components (pg. 21) have a minimum Strength
  score required to don or doff them. Check the requirement
  among all worn components in the following situations:
  Running. You must have minimum Strength of 2 above the
  armor requirement to run while wearing armor; or 3 to
  dash while wearing armor; or 4 to long or high jump.
  Standing from Prone. When using the Strength
  (Athletics) or Dexterity (Acrobatics) skill to stand, subtract
  10 from your armor requirement and add the remaining
  value to the DC of the skill check (minimum of 0).
  Marching. You must have minimum Strength and
  Constitution of 1 above armor requirement to sustain a
  marching speed while wearing armor. Increase this
  requirement by 1 for every 4 hours of marching.
  Withstanding Hazards. When spending a long time in hot
  and humid weather or similar conditions, you must have
  Constitution score of 1 above armor requirement or suffer
  1 level of Exhaustion every 6 hours until rest.
  Crossing Difficult Terrain. You must have minimum
  Strength of 3 above armor requirement to cross deep
  water, swamps and other terrain that could pose a major
  hazard to anyone wearing mail or plate.
  Option: Commiting to Self-Harm
  Personality Profile (pg. 5) gives you all the tools to resolve
  difficult choices that your character might face. The rules are
  explicit that the DM may suggest a roll but cannot force you to
  do it. However the DM must request a roll when you face a
  choice of self-harm such as putting your arm inside the open
  maw of a hostile dragon and watching it chew it off, or
  willingly walking into burning fire and exposing yourself to
  death by immolation. The roll is not needed if the self-harm
  will result in quick and painless death.
  When you willingly subject yourself to excruciating pain or
  mutiliation that is guaranteed to deal minimum damage equal
  or more than twice your Constitution score, the DM must
  request a Wisdom saving throw at DC 15. If you fail the roll,
  you are unable to force yourself into self-harm and must take
  action to prevent it. The DM may allow you to repeat the roll
  later after some mental preparation. If you succeed the roll,
  you can proceed with self-harm.
  If the self-harm takes several combat turns and you have the
  option to cancel it, you must make a Wisdom saving throw at
  the beginning of each turn after the first one. The DC
  increases by 2 for each subsequent roll.
  Option: Lodged Bullets
  When you take damage from a ranged weapon using bullet
  projectiles and it causes you to suffer Wound Risk (pg. 6) and
  then you also suffer a Wound at the end of the same combat
  turn, the whole bullet or a fragment of it remains lodged in
  your body. Normal bullets leave one fragment while Buckshot
  bullets (pg. 29) leave 1d4 fragments.
  Having fragments of bullets in your body will elicit a foreign
  body reaction and become encapsulated by connective tissue
  unless removed. Until all fragments are removed, any time you
  have one or more open Wounds you always take minimum roll
  amount of healing from restorative abilities, magical healing
  or using hit dice during rest.
  To remove all fragments left by bullets in your body, you or
  an ally must spend one use of Healer's Kit and make a
  Wisdom (Medicine) skill check at DC 10 + the number of
  fragments lodged in your body (maximum DC 20). If the check
  fails, you can still remove any amount of fragments but you
  lose 1 hit point for each fragment removed. The manipulation
  takes 1 minute per fragment removed.
  If you do not have Healer's Kit available, you can use a blade
  or even your fingers to attempt to remove fragments lodged in
  your body. If you choose to do so the DC is 12 + the number of
  fragments lodged in your body (maximum DC 20) and if you
  fail, you can remove any number of fragments but you lose
  1d4 hit points for each fragment removed. The manipulation
  takes 2 minutes per fragment removed.
  Inspiration Points
  Inspiration Points are earned by the whole party of players.
  The party can earn up to 3 points per session and store points
  up to the number of players in the group. The party must
  agree when and how to spend the Inspiration Points.
  The party earns Inspiration Points at the end of session with:
  great roleplaying moments, deep storytelling with dramatic
  effect, rich detail in describing combat, or  
  having appropriate fun
  working together as a team to overcome extraordinary
  odds, defeating difficult opponents, and progressing the
  story when it is not openly directed by the DM
  not having excessive small talk or phone use on the table
  (other than RP aids), actively listening or engaging with the
  DM, not distracting from the atmosphere of the game
  The party can spend an Inspiration Point anytime to:
  increase one player’s Initiative by +10 for one combat
  regain one use for an ability that recovers with any rest
  remove one failed Death Save or Injury Token
  reroll one already rolled Attack or Skill check by a player
  or DM and choose between the two results. If a failure is
  turned into success, it is a partial success that may carry
  complications. Saves and Death Saves cannot be affected.
  change the next Attack or Skill check by a player, if
  successful, to a critical success. If the roll is a failure, the
  Inspiration Point is wasted
  have the DM roll twice when rolling on a random effect
  table and the party chooses one of the possible results
  53
  
  Part III
  Crits & Injuries
  54
  
  Weapon Attack Critical Hit
  Roll % Description
  Effect
  1
  You feel accomplished, but nothing remarkable
  happens.
  Regular critical hit.
  2-5
  You feel it is imperative to press the advantage no
  matter the cost.
  You can choose to gain advantage on all attacks against your
  target until the end of your next turn, but if you do all enemies
  have advantage on their attack rolls against you until the end of
  your next turn.
  6-9
  You feel it is imperative to press the advantage,
  but maintain awareness of your surroundings.
  You can choose to gain advantage on all attacks against your
  target next turn, your target has advantage on their attack rolls
  against you until the end of your next turn.
  10-14 You know how to press the advantage.
  You gain advantage on all attacks against your target until the end
  of your next turn.
  15-19 As you are fighting, you notice an effective route
  to escape danger.
  You are able to use the disengage action after your attack.
  20-24 You feel the eb and flow of the battle, and know
  where to make your next move.
  After your turn you move to the top of the initiative order.
  25-29 You begin to recognize patterns in your opponents
  fighting technique.
  You gain +2 to your AC against your target, and advantage on all
  savings throws from effects originating from your target until
  your next turn.
  30-39 You are able to maneuver towards your opponent
  while attacking, and attempt to harass them.
  After your attack you can choose to attempt to grapple your
  opponent if you have a free hand, or attempt to shove your
  opponent if both hands are in use.
  40-49 You are able to maneuver towards your opponent
  while attacking and harass them.
  After your attack you can choose to automatically succeed in
  grappling your opponent if you have a free hand, or shoving your
  opponent if both hands are in use.
  50-59 You attempt to disarm your opponent.
  You are able to take the disarm action after your attack
  60-69 You kick your target’s weapon out of their hands.
  You are able to take the disarm action after your attack, and can
  steal your opponents weapon if you have a free hand. Otherwise
  you can knock it up to 20 feet away.
  70-74 Your senses heighten and you become aware of
  threats around the battlefield.
  You are able to use the dodge action after your attack.
  75-79 Your attack knocks your target over.
  Your target is knocked prone.
  80-84 Your strike surprises your opponent.
  Your target is surprised until the end of their next turn.
  85-89 You strike with great force.
  Roll an additional set of damage dice above and beyond your
  normal critical roll.
  90-94 You strike with extreme force.
  Roll an additional set of damage dice above and beyond your
  normal critical roll, and the target suffers one unit of exhaustion.
  95-99 You strike with debilitating force.
  Roll an additional set of damage dice above and beyond your
  normal critical roll, and the target suffers a permanent injury
  chosen by the DM. The permanent injury can be healed with
  extended rest of a length determined by the DM, but the attack
  leaves a scar.
  100
  You strike with devastating force.
  Roll an additional set of damage dice above and beyond your
  normal critical roll, and the target suffers 1 unit of exhaustion,
  and the target suffers a permanent injury chosen by the DM. The
  permanent injury can be healed with extended rest of a length
  determined by the DM, but the attack leaves a scar.
  55
  
  Weapon Attack Critical Failure
  Roll % Description
  Effect
  1
  You are embarassed by your poor showing, but
  nothing remarkable happens.
  You miss your attack.
  2-5
  You lose your combat footing, exposing yourself to
  your target.
  Your target has advantage on their first attack roll against you
  next round.
  6-9
  You lose your combat footing, exposing yourself to
  your enemies.
  Your enemies have advantage on their first attack roll against you
  next round.
  10-14 You lose your combat footing, and have difficulty
  recovering.
  Your enemies have advantage on their attack rolls against you
  until the end of your next turn.
  15-19
  Melee: You get tangled with your enemy and fall
  over.  
  Ranged: You spill your quiver.
  Melee: You are knocked prone and your movement is reduced to
  0. Your target must succeed a DC 10 dexterity check or they are
  also knocked prone. 
  Ranged: You must pick up arrows individually from the ground
  using your “environmental interaction”, or the “Use an Object”
  action to nock your bow.
  20-29 You lose your balance while attacking.
  You fall prone and your movement is reduced to 0.
  30-39 As you attack your opponent you begin to fear that
  they are the superior combatant.
  Disadvantage on your next attack roll against your target.
  40-49 You miss an attack and gaze upon the chaos of the
  battle, causing your confidence to falter.
  Disadvantage on your next attack roll against any target.
  50-59 You lose your grip as you attack.
  Roll a DC 10 Dexterity Check, on failure you drop your weapon at
  your feet.
  60-69
  Melee: The weapon slips from your hand as you
  attack.  
  Ranged: Your ammunition gets lodged in its
  container.
  Melee: Roll a DC 10 Dexterity Check, on failure you throw your
  weapon into your enemy’s space. DM determines where the item
  is thrown on large sized or greater creatures.  
  Ranged: You must use an action to organize the ammunition in
  its case before you can make another ranged attack.
  70-79
  Melee: You lunge past an enemy exposing yourself
  to his attack.  
  Ranged: Your missile startles your allies near your
  target.
  Melee: Enemy you were attacking is able to use their reaction to
  perform and attack of opportunity.  
  Ranged: the target can perform an opportunity attack on any ally
  within melee range.
  80-84 Missing what you thought was a critical blow
  causes you to panic.
  End your current turn and you are surprised until the end of your
  next turn.
  85-89 You attack wildly and lose track of the fight around
  you.
  End your turn and move to the bottom of the initiative order at
  the start of the next round.
  90-94 You lose your footing while attacking and fall to
  the ground bumping your head.
  You fall prone. Roll a DC 10 constitution save, on failure you take
  1d6 damage and are knocked unconscious for 1 minute or until
  you receive damage from any source. On success take half
  damage and you remain conscious.
  95-99 You lose your footing while attacking and fall head
  first.
  You fall prone. Roll a DC 15 constitution save, on failure you take
  2d6 damage and are knocked unconscious for 1 minute or until
  you receive damage from any source. On success take half
  damage and you remain conscious.
  100
  You lose your footing while attacking and slam
  your head into the ground.
  You fall prone, take 3d6 damage, and become unconscious for 1
  minute or until you receive damage from any source.
  Critical Failure
  When you roll natural 1 on an attack roll,  
  roll 1d100 for a Critical Failure event.
  NPC Failure Only
  Critical failure can put an abrupt end to any
  campaign. If you and your players are not
  ready for it, either ignore critical failure or
  apply to NPCs and monsters only.
  56
  
  Spell Attack Critical Hit
  Roll % Description
  Effect
  1
  You feel accomplished, but nothing remarkable
  happens.
  Regular spell critical hit.
  2-5
  You feel it is imperative to press the advantage no
  matter the cost.
  You can choose to gain advantage on your next attack roll against
  your target, but all enemies have advantage on their attack rolls
  against you until the end of your next turn.
  6-9
  You feel it is imperative to press the advantage,
  but maintain awareness of your surroundings.
  You can choose to gain advantage on your next attack roll against
  your target, your target has advantage on their attack rolls against
  you until the end of your next turn.
  10-14 As you are fighting, you notice an effective route
  to escape danger.
  You are able to use the disengage action after your attack.
  15-19 You feel the eb and flow of the battle, and know
  where to make your next move.
  After your turn you move to the top of the initiative order.
  20-29 Your spell cripples your opponent.
  Your target’s movement speed is cut in half for their next 2 turns.
  30-39 Your spell attack knocks your target over.
  Your target is knocked prone.
  40-49 The light from your spell flashes near your target’s
  eyes
  Your target is blinded until the end of their next turn.
  50-59 You blast the targets weapons out of their hands.
  Your target’s weapon is flung 1d6*5 feet away in a random
  direction.
  60-69 The sight of your magic fills the target’s heart with
  fear.
  Your target is frightened by you until you stop casting magic. You
  are able to discern the source of your targets fear.
  70-74 The force from your spell stuns your opponent.
  Your target is incapacitated until the end of their next turn.
  75-79 Your spell is incidentally infused with fey energy.
  Roll 10d8. If your targets current health is lower than the number
  rolled they fall asleep for 1 minute.
  80-84 Your spells strike surprises your opponent.
  Your target is surprised until the end of their next turn.
  85-89 Your spell strikes with great force.
  Roll an additional set of spell damage dice above and beyond
  your normal critical roll.
  90-94 Your spell strikes with extreme force.
  Roll an additional set of spell damage dice above and beyond
  your normal critical roll, and the target suffers one unit of
  exhaustion.
  95-99 Your spell strikes with debilitating force.
  Roll an additional set of spell damage dice above and beyond
  your normal critical roll, and the target suffers a permanent injury
  chose by the DM. The permanent injury can be healed with
  extended rest of a length determined by the DM, but the attack
  leaves a scar.
  100
  Your spell strikes with devastating force.
  Roll an additional set of spell damage dice above and beyond
  your normal critical roll, and the target suffers 1 unit of
  exhaustion, and the target suffers a permanent injury chose by
  the DM. The permanent injury can be healed with extended rest
  of a length determined by the DM, but the attack leaves a scar.
  57
  
  Spell Attack Failure
  Roll % Description
  Effect
  1
  You are embarassed by your poor showing, but
  nothing remarkable happens.
  You miss your attack.
  2-5
  You get wrapped up in your spellcasting and forget
  to watch your target.
  Your target has advantage on their first attack roll against you
  next round.
  6-9
  You get wrapped up in your spellcasting and forget
  to watch your surroundings.
  All enemies have advantage on their first attack roll against you
  next round.
  10-14 You are so wrapped up in your spellcasting that
  you forget you are fighting a battle.
  All enemies have advantage on their attack rolls against you until
  the end of your next turn.
  15-19 Your spell creates a large plume of smoke
  obscuring your location.
  The area in a 5 foot radius around your location becomes heavily
  obscured for 1 minute. A strong breeze can blow away the
  smoke in 1 round.
  20-29 Your spell misfires knocking you over.
  You are knocked prone.
  30-39 The spell fires in an unexpected manner, causing
  your confidence in your abilities to falter.
  You have disadvantage on any spell attacks, and enemies have
  advantage against your spell savings throws until the end of your
  next turn.
  40-49 The placement of your spell startles your allies near
  your target, causing them to drop their guard.
  Your target is able to use their reaction to take an attack of
  opportunity on one of your allies in melee range.
  50-59
  You scramble the ingredients of your component
  pouch or your focus becomes overloaded with
  magical energy and temporarily stops working.
  You are unable to perform material components to cast spells
  until the end of your next turn.
  60-69 Your arm cramps as you cast.
  You are unable to perform somatic components to cast spells
  until the end of your next turn.
  70-79 You bite your tongue as you cast.
  You are unable to use verbal components to cast spells until the
  end of your next turn.
  80-84 Your spell misfires and dazes you, causing you to
  lose track of the fight.
  End your turn and move to the bottom of the initiative order at
  the start of the next round.
  85-89 Your spell misfires causing you to panic.
  End your current turn and you are surprised until the end of your
  next turn.
  90-94 Your spell backfires creating a small explosion
  causing you to fall and bump your head.
  You fall prone. Roll a DC 10 constitution save, on failure you take
  1d6 bludeoning damage and are knocked unconscious for 1
  minute or until you receive damage from any source. On success
  take half damage and you remain conscious.
  95-99 Your spell backfires creating a large explosion
  causing you to fall and bump your head.
  You fall prone. Roll a DC 15 constitution save, on failure you take
  1d6 bludgeoning damage, 1d6 thunder damage, and are knocked
  unconscious for 1 minute or until you receive damage from any
  source. On success take half damage and you remain conscious.
  100
  Your spell completely backfires creating a large
  explosion causing you to fall and bump your head.
  You hit yourself with your spell. If the spell effect is instant you
  take the full effect. If the spell requires concentration the effect
  persists until the end of your next turn. You also fall prone, take
  1d6 bludgeoning damage, 1d6 thunder damage, and become
  unconscious for 1 minute or until you receive damage from any
  source.
  Critical Failure
  When you roll natural 1 on an spell attack,
  roll 1d100 for a Critical Failure event.
  NPC Failure Only
  Critical failure can put an abrupt end to any
  campaign. If you and your players are not
  ready for it, either ignore critical failure or
  apply to NPCs and monsters only.
  
  Acid Injury
  Roll
  Injury
  1
  Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore
  your sight.
  2
  Partial Blindness. Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight
  and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already
  suffered partial blindness, you're blinded.
  3
  Destroyed Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time.
  Magic such as the regenerate spell can restore the lost appendage.
  4
  Destroyed Foot or Leg. Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after
  using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate
  spell can restore the damaged appendage.
  5-7
  Major Neuralgia. You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must
  make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start
  of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you
  spend twenty days doing nothing but resting it resolves on its own.
  8-10
  Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes
  ten days to resolve on its own.
  11-13
  Horrible Disfigurement. You have acid burns to the extent that the scars can't be easily concealed. You have
  disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of
  6th level or higher, such as heal and regenerate, removes the acid burn scar.
  14-16
  Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical
  healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24
  hours. After seven successes, the blisters heal.
  17+
  Minor Disfigurement. You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or
  higher, such as heal and regenerate, removes the acid burn scars.
  Bludgeoning Injury
  Use Bludgeoning Injury table when character gains Injury Token due to receiving excess Wounds. In such case, when you roll 1-3
  on the table below, use 4 instead.
  Roll
  Injury
  1
  Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks,
  as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage,
  force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate
  spell can restore your full brain function.
  2
  Broken leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the
  Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC
  15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the
  broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects
  remain until it is rebroken and splinted.
  3
  Broken arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. If your
  arm is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such
  as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it's healed
  or allowed to heal, the effects remain until it is rebroken and splinted.
  4
  Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a
  failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level
  or higher, such as heal and regenerate, cure the injury, or if you spend ten days doing nothing but resting, it will heal
  naturally.
  5-7
  Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
  8-10
  Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as
  Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and
  regenerate, cures the concussion. Alternately, it heals on its own in four weeks.
  11-13
  Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical
  healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major
  concussion.
  14-16
  Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer
  bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if
  you receive magical healing. Alternately, it heals on its own in 2 weeks.
  17+
  Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose,
  although it may heal crooked if it is crooked when the healing is applied.
  59
  
  Cold Injury
  Roll
  Injury
  1
  Ocular Damage. One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception)
  checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the damaged
  cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded.
  2
  Systemic Damage from Frostbite. You have disadvantage on Strength, Dexterity, and Constitution ability checks and
  Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
  3
  Gangrene of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a
  time. Magic such as the regenerate spell can restore the crushed appendage.
  4
  Gangrene of the Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after
  using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate
  spell can restore the crushed appendage.
  5-7
  Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt
  an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and
  can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and
  regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.
  8-10
  Frostbitten Foot. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using
  the Dash action. If you fail the save, you fall prone. Magical healing cures the frostbite. Alternately, your foot can be
  treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
  11-13
  Frostbitten hand. Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object
  with that hand, you must succeed at a DC 15 Dexterity check. Magical healing cures the frostbite. Alternately, your
  hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2
  weeks.
  14-16 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes
  ten days to resolve on its own.
  17+
  Anosmia. You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of
  smell or taste. The condition heals if you receive any magical healing.
  Fire Injury
  Roll
  Injury
  1
  Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
  Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're
  blinded.
  2
  Fourth Degree Burns. You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving
  throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until
  the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree
  burns, you must succeed at a DC 15 Constitution saving throw or die.
  3
  Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw
  against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic
  such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15
  Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree
  burns, you instead suffer fourth degree burns.
  4
  Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the
  regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second
  degree burns, you instead suffer third degree burns.
  5-7
  Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt
  an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and
  can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and
  regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
  8-10
  Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it will resolve
  on its own in ten days.
  11-13
  Horrible Disfigurement. You have burn scars to the extent that can't be easily concealed. You have disadvantage on
  Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or
  higher, such as heal and regenerate, removes the burn scars.
  14-16
  Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical
  healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24
  hours. After seven successes, the blisters heal.
  17+
  First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1
  point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already
  have first degree burns, you instead suffer second degree burns.
  60
  
  Lightning Injury
  Roll
  Injury
  1
  Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks,
  as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage,
  force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate
  spell can restore your full brain function.
  2
  Explosive Grounding of the Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold
  only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
  3
  Explosive Grounding of the Foot. You lose a foot. Your speed on foot is halved, and you must use a cane or crutch to
  move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have
  disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost
  appendage.
  4
  Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the
  poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure.
  Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week.
  After ten successes, the kidney failure is resolved.
  5-7
  Arc Flash. Roll on the fire table.
  8-10
  Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw
  against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such
  as the regenerate spell can heal your cardiac damage.
  11-13 Skeletal Muscle Breakdown. You have disadvantage on Strength checks and Strength saving throws. Magic such as the
  regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks.
  14-16 Muscle Spasms. You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively,
  they will resolve on their own in 2 weeks.
  17+
  Flash Burns. You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Magical
  healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks.
  Necrotic Injury
  Roll
  Injury
  1
  Spiritual Injury. You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom,
  and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or
  regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that
  uses divine magic.
  2
  Withered Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single
  object at a time. Magic such as the regenerate spell can restore the lost appendage.
  3
  Withered Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using
  the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can
  restore the lost appendage.
  4
  Major Organ Necrosis. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving
  throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing
  of 6th level or higher, such as heal and regenerate, cures the Major Organ Necrosis.
  5-7
  Minor Organ Necrosis. This has the same effect as Major Organ Necrosis above, except that the save DC is 10.
  8-10
  Necrotic Stench. You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical
  healing of 6th level or higher, such as heal and regenerate, removes the smell.
  11-13
  Necrotizing Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point
  maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to
  the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
  14-16 Inflammation. Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing
  resolves the inflammation. Alternately, it will resolve on its own in two weeks.
  17+
  Necrotic Discoloration. You get white and gray spots on your cheeks. The spots don't have any adverse effect. Magical
  healing of 6th level or higher, such as heal and regenerate, removes the spots.
  61
  
  Piercing/Bleeding Injury
  Use Piercing Injury table when character gains Injury Token due to bleeding out to 0 hp (see Wounds, pg. 6). In such case, when you
  roll 1-3 on the table below, use 4 instead.
  Roll
  Injury
  1
  Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
  Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're
  blinded.
  2
  Throat Injury. You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage
  on constitution checks. Magic such as the regenerate spell can heal your throat injury.
  3
  Groin Injury. Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash
  action. You are also sterile. Magic such as the regenerate spell can heal the groin injury.
  4
  Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw
  against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such
  as the regenerate spell can heal your cardiac damage.
  5-7
  Organ Damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a
  failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the
  regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC
  15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved.
  8-10
  Pierced Stomach. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain
  the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal and
  regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own.
  11-13
  Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on
  Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or
  higher, such as heal and regenerate, removes the scar.
  14-16
  Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point
  maximum drops to 0, you die. The wound heals if you receive any magical healing. Alternatively, someone can tend
  to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound
  heals.
  17+
  Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and
  regenerate, removes the scar.
  Poison Injury
  Roll
  Injury
  1
  Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength,
  Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
  2
  Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain
  the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an
  additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage.
  Magic such as the regenerate spell can cure your liver failure.
  3
  Minor Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain
  the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an
  additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage.
  Magic such as the regenerate spell can cure your liver failure.
  4
  Major Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain
  the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney
  failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once
  every week. After ten successes, the kidney failure is resolved.
  5-7
  Minor Kidney Failure. This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only
  six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure.
  8-10
  Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw
  against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such
  as the regenerate spell can heal your cardiac damage.
  11-13 Vertigo. You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo.
  Alternatively, it will resolve on its own in 8 weeks.
  14-16 Nausea. You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will
  resolve on its own in 4 weeks.
  17+
  Minor nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical
  healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
  62
  
  Psychic Injury
  Roll
  Injury
  1
  Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks,
  as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage,
  force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate
  spell can restore your full brain function.
  2
  Indefinite Madness. Roll on the Indefinite Madness table in the Dungeon Masters Guide.
  3
  Severe headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw
  against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn.
  Magic such as the regenerate spell can cure your severe headaches.
  4
  Phobia. You develop a debilitating fear of something in the situation from which you gained your injury. For example,
  if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are
  confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the
  regenerate spell can cure your phobia.
  5-7
  Long-term Madness. Roll on the Long-term Madness table in the Dungeon Masters Guide. Your madness lasts twice
  as long.
  8-10
  Weak Persona. You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic
  such as the regenerate spell can heal your weak persona. Alternately, it will heal on its own in four weeks.
  11-13 Minor headaches. You have disadvantage on Wisdom checks. Magical healing cures your minor headaches.
  Alternately, they will resolve on their own in two weeks.
  14-16 Inappropriate Volume. You can’t regulate your volume. You shout when you intend to whisper, and whisper when you
  intend to shout. Magical healing cures your inappropriate volume.
  17+
  Short-term Madness. Roll on the Short-term Madness table in the Dungeon Masters Guide. Your madness lasts twice
  as long.
  Radiant Injury
  Roll
  Injury
  1
  Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore
  your sight.
  2
  Partial Blindness. Your retinas are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight
  and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have already suffered
  partial blindness, you're blinded.
  3
  Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw
  against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic
  such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15
  Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree
  burns, you instead suffer fourth degree burns as per the Fire chart.
  4
  Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the
  regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second
  degree burns, you instead suffer third degree burns.
  5-7
  Large Skin Tumors. You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom
  checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured
  within six months, you develop Systemic Damage as per the poison table.
  8-10
  Small Skin Tumors. You develop several small, painless skin tumor. You have disadvantage on Charisma checks. Magic
  such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year,
  you develop Large Skin Tumors.
  11-13
  Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical
  healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24
  hours. After seven successes, the blisters heal.
  14-16
  First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1
  point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already
  have first degree burns, you instead suffer second degree burns.
  17+
  Minor nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical
  healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
  63
  
  Slashing Injury
  Roll
  Injury
  1
  Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
  Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're
  blinded.
  2
  Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a
  time. Magic such as the regenerate spell can restore the lost appendage.
  3
  Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg
  leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made
  to balance. Magic such as the regenerate spell can restore the lost appendage.
  4
  Hamstrung. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the
  Dash action. If you fail the save, you fall prone. Magic such as the regenerate spell can cure your severed hamstring
  tendons.
  5-7
  Major Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw.
  On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th
  level or higher, such as heal and regenerate, heals the internal injury; alternately, if you spend ten days doing nothing
  but resting, it heals on its own.
  8-10
  Minor Internal Injury. This has the same effect as Major Internal Injury above, except that the save DC is 10.
  11-13
  Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on
  Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or
  higher, such as heal and regenerate, removes the scar.
  14-16
  Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point
  maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to
  the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
  17+
  Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and
  regenerate, removes the scar.
  Thunder Injury
  Roll
  Injury
  1
  Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks,
  as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage,
  force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate
  spell can restore your full brain function.
  2
  Deafness. Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell
  can restore your hearing.
  3
  Partial Deafness. Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability
  check that requires hearing. Magic such as the regenerate spell can restore your hearing.
  4
  Severe Headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw
  against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn.
  Magic such as the regenerate spell can cure your severe headaches.
  5-7
  Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a
  failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level
  or higher, such as heal and regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it
  heals on its own.
  8-10
  Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as
  Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and
  regenerate, cures the concussion. Alternately, it heals on its own in four weeks.
  11-13
  Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical
  healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major
  concussion.
  14-16 Minor headaches. You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal and
  regenerate, cures the headaches. Alternately, they will resolve on their own in two weeks.
  17+
  Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer
  bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if
  you receive magical healing. Alternately, it heals on its own in 2 week.
  64
  
  Grit
  Is Adventure
  Of Its Own
  Realistic, historic and low fantasy are among the
  most difficult to fit in the D&D ruleset. When
  heroes grow in power and become legends, they
  are no longer bound to the laws of reality. They
  no longer fear injury or death.
  This supplement adds many practical rules that
  improve the realism of the game. For every rule
  that makes combat and survival dangerous and
  lethal, there are player options with emphasis on
  decision between high risk and great reward.
  So go ahead, put your armor, take your sword out
  and see how long you can survive without full hp
  recovery at long rest!
  This compendium is maintained by Apostol
  Apostolov for personal use with his group.
  Feedback and suggestions are greatly
  appreciated.
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Grit and Glory v5.pdf