Xanathar's Guide to Everything PDF

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When you finish a long res t during whic h you slept in
medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have
a ny levels of exhaustion, the rest doesn't reduce your
exhaustion level.

Going without a Long Rest

A long rest is n ever manda tory, but going without s leep
does have its conseque nces. If you want to account for
the effects of s leep deprivation on characters and c rea-
tures, use these rules.
Whenever you end a 24-hour period w ithout finishing
a long rest, you mus t s ucceed on a DC 10 Constitution
saving throw or s uffe r one leve l of exhaus tion.
It becomes harder to fight off exhaustion if you stay
awake for multiple days. After the first 24 hours, the
DC increases by 5 for each consecutive 24-hour period
without a long rest. The DC resets to 10 when you finish
a long rest.

Adamantine Weapons

Adamantine is an ultrahard m e tal found in meteorites
and extraordinary mineral veins. In a ddition to being
use d to c raft adamantine armor, the metal is a lso used
for wea pons.
Me lee weapons and ammunition made of or coated
with adamantine are unus ually effective w he n used
to break objects. Whe n ever a n adamantine weapon
or piece o f ammunition h its a n object, the hit is a
critical hit.
The adamantine version of a m elee weap on or of
ten pieces of ammunition costs 500 gp more than the
norma l ve rsion, whether the weapon or ammunition is
made of the me tal or coated w ith it.

Tying Knots

The rule s a re purposely open-ended concerning mun-
dane tasks like tying knots, but sometimes knowing
how well a knot was fas hioned is important in a dra-
m a tic scen e when someone is trying to untie a knot or
slip out of one. He re's an optional rule for determining
the effective ness of a knot.
The creature who ties the knot makes a n Inte lligence
(Sleight of Hand) check when doing so. The total of the
check becomes the D C for an attempt to untie the knot
with a n Inte lligence (Sleight of Hand) c heck or to s lip
out of it with a Dexte rity (Acrobatics) check.
This rule intentionally links Sleight of Hand with
Intellige n ce, rather than Dexte rity. This is an example
of how to apply the rule in the "Va ria nt: Skills with
Different Abilities" section in ch apter 7 of the Play-
er's Handbook.

Tool Proficiencies

Tool proficie ncies a re a useful way to highlight a charac-
ter's background and talents. At the game table, though,
the use of tools sometimes overlaps with the use of
s kills, and it can be unclear bow to use them together in
certain situations. This section offers various ways that
tools can be use d in the game.


Tools a nd Skills Together

Tools have more specific applications tha n skills. The
History skill applies to any event in the past. A tool s uc h
as a forge ry kit is used to make fake objects and little
e lse. Thus, why would a character who has the opportu-
nity to acquire one or the other want to gain a tool profi-
c ie ncy instead of proficie ncy in a skill?
To ma ke tool profic ie ncies more a ttractive choices for
the characters, you can use the methods outlined be low.

Advantage. If the use of a tool and the use of a skill


both apply to a c heck, and a character is proficient with
the tool and the skill, con side r allowing the c haracte r
to make the check with adva ntage. This s imple benefit
can go a long way toward e ncouraging players to pick
up tool proficiencies. In the tool descriptions that follow,
this be ne fit is often expressed as additional insight (or
something s imilar), which translates into a n increase d
c ha nce that the c heck will be a success.
Added Benefit. In addition , conside r giving ch a racters
who have both a re levant skill and a relevant tool profi-
ciency a n adde d be nefit on a successful check. This b en -
e fit might be in t he form of more detaile d information or
could s imula te the effect of a different sort of s uccessful
c heck. For example, a c haracte r profic ient with mason's
tools m a kes a successful Wisdom (Perception) check to
find a secret door in a stone wall. Not only does the char-
acter notice the door's presence, but you decide that the
tool profic ie ncy e ntitles the character to an automatic
success on a n Inte llige nce (Investigation) check to deter-
mine how to open the door.

Tool Descriptions

The following sections go into detail a bout the tools pre-
sente d in the Player's Handbook, offering advice on how
to use the m in a campaign.
Components. The first paragra ph in each description
gives de ta ils on what a set of s upplie s or tools is made
up of. A character who is proficient with a tool knows
how to use all of its component parts.
Skills. Every to ol potentially provides advantage on a
c heck when used in conjunc tion with certa in skills, pro-
vided a character is proficient with the tool a nd the skill.
As DM, you can allow a c haracter to make a check using
the indicate d skill with advantage. P a ragraphs that be-
gin with skill names discuss these possibilities. In each
of these paragraphs, the benefits apply only to someone
who has proficiency with the tool, not someone who sim-
ply owns it.
With respect to skills, the syste m is mildly abstract in
terms of wha t a tool proficiency represents; essentially,
it assumes tha t a characte r who has proficiency with a
tool also has learne d about facets of the trade or pro-
fession that are not necessarily associated with the use
of the tool.
In addition, you can consider giving a character extra
information or an added benefit on a skill check. The
text provides some examples and ideas whe n this oppor-
tunity is re levant.
Special Use. Proficiency with a tool usually brings
with it a partic ula r be nefit in the form of a specia l use,
as describe d in this paragraph.
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