Dungeon Master's Guide 5e
s tyle, consider using inspiration as a reward when the characters achieve an important goal or victory, representing a surge of ...
RESOLUTION AND CONSEQUENCES You determine the consequences of attack rolls, ability checks, and saving throws. In most cases, do ...
For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours). For a fast pace, incr ...
TRACKING Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the a ...
Determining Characteristics. The adventurers don't necessarily enter into a social interaction with a full understanding of a cr ...
Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distincti ...
Hit Points. An object's hi r points measure how much damage it can take before lo ina i srrucrural integrity. Resilient objects ...
25 2o to 5 ogres, each of which has 59 hit points. Once initiative is rolled, jot down each ogre's hit points and add notes (and ...
CREATURE SIZE ON SQUARES AND HEXES T iNY SMALL OR MEDIUM LARGE IMPROVISING DAMAGE A monster or effect typically specifies the am ...
launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters ar ...
CREATURE SIZE ON SQUARES A D HEXES A creature's size determines how much space it occupies on squares or hexes, as shown in the ...
OPTIONAL RULE: DIAGONALS The Player's Handbook presents a simple method for counting movement and measuring range on a grid: cou ...
However, participants can till be -· e rarge of opportunity attacks from creatw .: o participating in the chase. For example. ad ...
254 Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway ...
or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a rou ...
SIEGE TOWER Gargantuan object Armor Class: 15 Hit Points: 200 Damage Immunities: poison, psychic A siege tower is a mobile woode ...
~ACKLE FEVER -:-his disease targets humanoids, although gnomes are :;rrangely immune. While in the grips of this disease, ·ctims ...
and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Burnt Othur Fumes (Inhale ...
the extraordinarily horrific nature of the threats the adventurers face. GOING MAD Various magical effects can inflict madness o ...
LONG-TERM MADNESS dlOO Effect (lasts ldlO x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and ...
«
23
24
25
26
27
28
29
30
31
32
»
Free download pdf