192 System Reference Document 5.2.1
Gameplay Toolbox
Travel Pace
A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the
Game.” During any journey stage, the predominant
terrain determines the characters’ maximum travel
pace, as shown in the Maximum Pace column of the
Travel Terrain table. Certain factors can affect a
group’s travel pace.
Good Roads
The presence of a good road increases the group’s
maximum pace by one step (from Slow to Normal or
from Normal to Fast).
Slower Travelers
The group must move at a Slow pace if any group
member’s Speed is reduced to half or less of normal.
Extended Travel
Characters can push themselves to travel for more
than 8 hours per day, at the risk of tiring. At the end
of each additional hour of travel beyond 8 hours,
each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10
plus 1 for each hour past 8 hours.
Special Movement
If a party can travel at a high Speed for an extended
time, as with a spell such as Wind Walk or a magic
item such as a Carpet of Flying, translate the party’s
Speed into travel rates using these rules:
Miles per hour = Speed ÷ 10
Miles per day (Normal pace) = Miles per hour
× number of hours traveled (typically 8)
Fast pace = Miles per day × 1⅓ (round down)
Slow pace = Miles per day × 2/3 (round down)
If the characters are flying or their special movement allows them to ignore Difficult Terrain, they
can move at a Fast pace regardless of the terrain.
Vehicles
Characters traveling in a vehicle use the vehicle’s
speed in miles per hour (as shown in “Equipment”)
to determine their rate of travel, and they don’t
choose a travel pace.
Creating a Background
A character’s background represents what the character did prior to becoming an adventurer. Creating
a unique background or customizing an existing
one can reflect the particular theme of your campaign or elements of your world. You can also create
a background to help a player craft the story they
have in mind for their character.
This section describes, step by step, how you can
create backgrounds tailored for your world and the
heroes in it.
1: Choose Abilities
Choose three abilities that seem appropriate for the
background:
Strength or Dexterity. These abilities are ideal for
a background involving physical exertion.
Constitution. This ability is ideal for a background
that involves endurance or long hours of activity.
Travel Terrain
Terrain Maximum Pace Encounter Distance Foraging DC Navigation DC Search DC
Arctic Fast* 6d6 × 10 feet 20 10 10
Coastal Normal 2d10 × 10 feet 10 5 15
Desert Normal 6d6 × 10 feet 20 10 10
Forest Normal 2d8 × 10 feet 10 15 15
Grassland Fast 6d6 × 10 feet 15 5 15
Hill Normal 2d10 × 10 feet 15 10 15
Mountain Slow 4d10 × 10 feet 20 15 20
Swamp Slow 2d8 × 10 feet 10 15 20
Underdark Normal 2d6 × 10 feet 20 10 20
Urban Normal 2d6 × 10 feet 20 15 15
Waterborne Special† 6d6 × 10 feet 15 10 15
*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.
†Characters’ rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.”
193 System Reference Document 5.2.1
Intelligence or Wisdom. One or both abilities are
ideal for a background that focuses on cerebral or
spiritual matters.
Charisma. This ability is ideal for a background
that involves performance or social interaction.
2: Choose a Feat
Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats.
3: Choose Skill Proficiencies
Choose two skills appropriate for the background.
There needn’t be a relationship between the skill
proficiencies a background grants and the ability
scores it increases.
4: Choose a Tool Proficiency
Choose one tool used in the practice of the background or often associated with it.
5: Choose Equipment
Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their
class choices.
Curses and
Magical Contagions
A curse is a magical burden that lasts for a specified
time or until it is ended by some means. A magical
contagion is an adverse effect of magical origin that
is contagious by definition.
The following sections discuss curses and magical
contagions in detail.
Curses
A curse typically takes one of the forms detailed
below.
Bestow Curse
The simplest curses are created by the Bestow Curse
spell. The effects of such curses are limited and can
be ended by the Remove Curse spell.
Bestow Curse provides useful benchmarks for
gauging the potency of other curses. A curse that
lasts for 1 minute equates to a level 3 spell, while
one that lasts until dispelled equates to a level 9
spell.
Cursed Creatures
Some monsters are associated with curses, whether
as part of their origins or due to their ability to
spread curses—werewolves being a prime example.
You decide how a spell like Remove Curse affects
a creature with accursed origins. For example, you
might decide that a mummy was created through a
curse and it can be destroyed permanently only by
casting Remove Curse on its corpse.
Cursed Magic Items
Cursed magic items are created deliberately or
originate as the result of supernatural events. Such
items are detailed in “Magic Items.”
Narrative Curses
A curse might manifest during an adventure when
a creature’s violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a
tomb, or murdering an innocent. Such a curse can
have any effects you design, or it might be a customized version of another type of curse discussed in
this section.
A creature affected by such a curse should know
why they’re being punished and be able to learn
how to end their curse, likely by symbolically
righting the wrong they committed. How a spell
like Remove Curse affects a curse that’s part of your
adventure is up to you—the spell might merely suppress the effects of the curse for a time. Regardless,
narrative curses should feel like rare, potent magic
rooted in the lore of your campaign.
Environmental Curses
Some locations are so suffused with evil that anyone who lingers there is burdened with a curse.
Demonic Possession is one example of an environmental curse.
Demonic Possession. Demonic Possession arises
from the chaos and evil of the Abyss and commonly
besets creatures that interact with demonic objects
or linger in desecrated locations, where demonic
spirits await victims.
A creature that becomes the target of Demonic
Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic
entity. Whenever the possessed creature rolls a 1
on a D20 Test, the demonic entity takes control of
the creature and determines the creature’s behavior thereafter. At the end of each of the possessed
creature’s later turns, the creature makes a DC 15
Charisma saving throw, regaining control of itself
on a success.
After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving
throw. On a successful save, the effect ends on the
creature. A Dispel Evil and Good spell or any magic
that removes a curse also ends the effect on it.
194 System Reference Document 5.2.1
Magical Contagions
Alchemists, potion brewers, and areas of wild magic
are credited with creating the first magical contagions. An outbreak of such a contagion can form
the basis of an adventure as characters search for a
cure and try to stop the contagion’s spread.
Rest and Recuperation
If a creature infected with a magical contagion
spends 3 days recuperating—engaging in no
activities that would interrupt a Long Rest—the
creature makes a DC 15 Constitution saving throw
at the end of the recuperation period. On a successful save, the creature has Advantage on saving
throws to fight off the magical contagion for the
next 24 hours.
Example Contagions
The following examples show how magical contagions can work. Feel free to alter the saving throw
DCs, effects, and other characteristics of these contagions to suit your campaign.
Cackle Fever
Magical Contagion
Cheaply made potions and elixirs are sometimes
tainted by Cackle Fever, which affects Humanoids
only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after
infection:
Fever. The creature gains 1 Exhaustion level, which
lasts until the contagion ends on the creature.
Uncontrollable Laughter. While the creature has
the Exhaustion condition, the creature makes
a DC 13 Constitution saving throw each time it
takes damage other than Psychic damage. On a
failed save, the creature takes 5 (1d10) Psychic
damage and has the Incapacitated condition as
it laughs uncontrollably. At the end of each of its
turns, the creature repeats the save, ending the
effect on itself on a success. After 1 minute, it succeeds automatically.
Fighting the Contagion. At the end of each Long
Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on
three of these saves, the contagion ends on it, and
the creature is immune to Cackle Fever for 1 year.
Spreading the Contagion. Any Humanoid (other
than a gnome) that starts its turn within a 10-foot
Emanation originating from a creature infected
with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with
the contagion. On a successful save, the Humanoid
can’t catch the contagion from that particular infected creature for the next 24 hours.
Sewer Plague
Magical Contagion
Fouled potions and alchemical waste can give rise
to Sewer Plague, which incubates in sewers and
refuse heaps and is sometimes transmitted by
creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a
creature that carries the contagion or that comes
into contact with contaminated filth or offal must
succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers
the following effects 1d4 days after infection:
Fatigue. The creature gains 1 Exhaustion level.
Weakness. While the creature has any Exhaustion
levels, it regains only half the normal number of
Hit Points from spending Hit Point Dice.
Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neither restores
lost Hit Points nor reduces the creature’s Exhaustion level.
Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving
throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature’s Exhaustion level decreases
by 1. If the creature’s Exhaustion level is reduced to
0, the contagion ends on the creature.
Sight Rot
Magical Contagion
Any Beast or Humanoid that drinks water tainted
by Sight Rot must succeed on a DC 15 Constitution
saving throw or have the Blinded condition until the
contagion ends.
Fighting the Contagion. Magic such as a Heal or
Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical
ointment, which takes 1 hour. When applied to the
eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for
24 hours. If the contagion is suppressed in this way
for a total of 72 hours (requiring three doses and
applications of the ointment), the contagion ends on
the creature.
Spreading the Contagion. Any Humanoid that
makes skin contact with a creature infected with
Sight Rot must succeed on a DC 15 Constitution
saving throw or also become infected with the contagion. On a successful save, the Humanoid can’t
catch the contagion from that particular infected
creature for the next 24 hours.
195 System Reference Document 5.2.1
Environmental Effects
Deep Water
Swimming through deep water (more than 100 feet
deep) presents additional challenges because of the
water’s pressure and cold temperature. After each
hour of swimming in deep water, a creature that
lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.
Extreme Cold
When the temperature is 0 degrees Fahrenheit or
lower, a creature exposed to the extreme cold must
succeed on a DC 10 Constitution saving throw at
the end of each hour or gain 1 Exhaustion level.
Creatures that have Resistance or Immunity to Cold
damage automatically succeed on the save.
Extreme Heat
When the temperature is 100 degrees Fahrenheit or
higher, a creature exposed to the extreme heat and
without access to drinkable water must succeed on
a Constitution saving throw at the end of each hour
or gain 1 Exhaustion level. The DC is 5 for the first
hour and increases by 1 for each additional hour.
Creatures wearing Medium or Heavy armor have
Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically
succeed on the save.
Frigid Water
A creature can be immersed in frigid water for a
number of minutes equal to its Constitution score
before suffering any ill effects. Each additional
minute spent in frigid water requires the creature
to succeed on a DC 10 Constitution saving throw or
gain 1 Exhaustion level. Creatures with Resistance
or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally
adapted to living in ice-cold water.
Heavy Precipitation
Everything within an area of heavy rain or heavy
snowfall is Lightly Obscured, and creatures in the
area have Disadvantage on all Wisdom (Perception)
checks. Heavy rain also extinguishes open flames.
High Altitude
Traveling at altitudes of 10,000 feet or higher above
sea level is taxing for most creatures because of the
reduced amount of oxygen in the air. Each hour such
a creature spends traveling at high altitude counts
as 2 hours for the purpose of determining how long
that creature can travel (see “Travel Pace”).
Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation.
Creatures can’t become acclimated to elevations
above 20,000 feet unless they are native to such
environments.
Slippery Ice
Slippery ice is Difficult Terrain. A creature that
moves onto slippery ice for the first time on a turn
or starts its turn there must succeed on a DC 10
Dexterity saving throw or have the Prone condition.
Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open
flames and disperses fog. A flying creature in a
strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm
that imposes Disadvantage on Wisdom (Perception)
checks.
Thin Ice
Thin ice has a weight tolerance of 3d10 × 10 pounds
per 10-foot-square area. Whenever the total weight
on an area of thin ice exceeds its tolerance, the ice
in that area breaks. All creatures on broken ice fall
through. Below the ice is frigid water (see “Frigid
Water” above).
196 System Reference Document 5.2.1
Fear and Mental Stress
Due to the nature of their vocation, adventurers
tend to be less susceptible to fear and mental stress
than common folk. Whereas a farmer might flee in
terror from a bear or an apparition, adventurers are
made of sterner stuff. That said, certain creatures
and game effects can terrify or fray the mind of
even the most stalwart adventurer.
If you plan to use any of these rules, discuss them
with your players at the start of the campaign.
Fear Effects
Whenever the characters encounter something that
is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically
require a Wisdom saving throw, with a save DC
based on how terrifying the situation is. The Sample
Fear DCs table provides some examples.
Sample Fear DCs
| Example | Save DC |
| When the characters open a sarcophagus, a harmless yet terrifying apparition appears. | 10 |
A character triggers a magical trap that
creates an illusory manifestation of that
character’s worst fears, visible only to that
character.
15
A portal to the Abyss opens, revealing a
nightmarish realm of torment and slaughter.
20
Typically, a Frightened creature repeats the saving
throw at the end of each of its turns, ending the effect on itself on a success.
At your discretion, a Frightened creature might
be subject to other effects as long as the Frightened
condition lasts. Consider these examples:
• The Frightened creature must take the Dash action on each of its turns and uses its movement to
get farther away from the source of its fear.
• Attack rolls against the Frightened creature have
Advantage.
• The Frightened creature can do only one of the
following on each of its turns: move, take an action, or take a Bonus Action.
Mental Stress Effects
When a character is subjected to an effect that
causes intense mental stress, Psychic damage is the
best way to emulate that effect.
The Sample Mental Stress Effects table provides a
few examples of such effects, with suggested saving
throw DCs and damage. Mental stress can usually
be resisted with a successful Wisdom save, but
sometimes an Intelligence or Charisma save is more
appropriate. On a successful save, a character might
take half as much damage instead of no damage, at
your discretion.
Sample Mental Stress Effects
Example
Save
DC
Psychic
Damage
A character ingests a hallucinogenic
substance that distorts the character’s perception of reality.
10 1d6
A character touches a fiendish idol
that tears at the character’s mind,
threatening to shatter it.
15 3d6
A magical trap flings a character into
the Far Realm until the end of that
character’s next turn.
20 9d6
Prolonged Effects
Exposure to mental stress can cause prolonged effects. Consider the following possibilities.
Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10
minutes. This condition might be accompanied by
alarming behavior or hallucinations. These effects
can be suppressed with the Calm Emotions spell or
removed by the Lesser Restoration spell.
Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10
hours, stemming from an unwillingness or inability
to exert a particular set of abilities. The character
might feel enervated and unable to exert much
Strength, for example, or become so suspicious of
others that Charisma checks are more difficult.
These effects can be suppressed with the Calm
Emotions spell or removed by the Lesser Restoration
spell.
Indefinite Effects. An indefinite effect is a longterm effect (see above) that lasts until removed by a
Greater Restoration spell. It can be suppressed by a
Calm Emotions spell.
197 System Reference Document 5.2.1
Poison
Given their insidious and deadly nature, poisons are
a favorite tool among assassins and evil creatures.
Poisons come in the following four types:
Contact. Contact poison can be smeared on an
object and remains potent until it is touched or
washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose
of ingested poison to suffer its effects. The dose
can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such
as allowing Advantage on the saving throw or
dealing only half as much damage on a failed save.
Inhaled. Poisonous powders and gases take effect
when inhaled. Blowing the powder or releasing
the gas subjects creatures in a 5-foot Cube to its
effect. The resulting cloud dissipates immediately
afterward. Holding one’s breath is ineffective
against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury. Injury poison can be applied as a Bonus
Action to a weapon, a piece of ammunition, or
similar object. The poison remains potent until
delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from
an object coated with the poison is exposed to its
effects.
Purchasing Poison
In some settings, laws prohibit the possession and
use of poison, but an illicit dealer or unscrupulous
apothecary might keep a hidden stash. Characters
with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire
the poison they seek.
Harvesting Poison
A character can attempt to harvest poison from a
venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after
which the character makes a DC 20 Intelligence
(Nature) check using a Poisoner’s Kit. On a successful check, the character harvests enough poison
for a single dose, and no additional poison can be
harvested from that creature. On a failed check,
the character is unable to extract any poison. If the
character fails the check by 5 or more, the character
is subjected to the creature’s poison.
Sample Poisons
Example poisons are detailed here in alphabetical
order. Each poison’s description includes the suggested price for a single dose of the poison, its type
(contact, ingested, inhaled, or injury), and a description of the poison’s debilitating effects.
Assassin’s Blood (150 GP)
Ingested Poison
A creature subjected to Assassin’s Blood makes a
DC 10 Constitution saving throw. On a failed save,
the creature takes 6 (1d12) Poison damage and has
the Poisoned condition for 24 hours. On a successful
save, the creature takes half as much damage only.
Burnt Othur Fumes (500 GP)
Inhaled Poison
A creature subjected to Burnt Othur Fumes must
succeed on a DC 13 Constitution saving throw or
take 10 (3d6) Poison damage, and it must repeat the
save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison
damage. After three successful saves, the poison
ends.
Crawler Mucus (200 GP)
Contact Poison
A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have
the Poisoned condition for 1 minute. The creature
also has the Paralyzed condition while Poisoned in
this way. The creature repeats the save at the end
of each of its turns, ending the effect on itself on a
success.
Essence of Ether (300 GP)
Inhaled Poison
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have
the Poisoned condition for 8 hours. The creature
also has the Unconscious condition while Poisoned
in this way. The creature wakes up if it takes damage or if another creature takes an action to shake
it awake.
Malice (250 GP)
Inhaled Poison
A creature subjected to Malice must succeed on a
DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has
the Blinded condition while Poisoned in this way.
Midnight Tears (1,500 GP)
Ingested Poison
A creature that ingests Midnight Tears suffers no
effect until the stroke of midnight. Any effect that
198 System Reference Document 5.2.1
ends the Poisoned condition neutralizes this poison. If the poison hasn’t been neutralized before
midnight, the creature makes a DC 17 Constitution
saving throw, taking 31 (9d6) Poison damage on a
failed save or half as much damage on a successful
one.
Oil of Taggit (400 GP)
Contact Poison
A creature subjected to Oil of Taggit must succeed
on a DC 13 Constitution saving throw or have the
Poisoned condition for 24 hours. The creature also
has the Unconscious condition while Poisoned in
this way. It wakes up if it takes damage.
Pale Tincture (250 GP)
Ingested Poison
A creature subjected to Pale Tincture must succeed
on a DC 16 Constitution saving throw or take 3
(1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every
24 hours, taking 3 (1d6) Poison damage on a failed
save. The damage the poison deals can’t be healed
by any means while the creature remains Poisoned.
After seven successful saves against the poison, the
creature is no longer Poisoned.
Purple Worm Poison (2,000 GP)
Injury Poison
A creature subjected to Purple Worm Poison makes
a DC 21 Constitution saving throw, taking 35 (10d6)
Poison damage on a failed save or half as much damage on a successful one.
Serpent Venom (200 GP)
Injury Poison
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking
10 (3d6) Poison damage on a failed save or half as
much damage on a successful one.
Spider’s Sting (200 GP)
Injury Poison
A creature subjected to Spider’s Sting must succeed
on a DC 13 Constitution saving throw or have the
Poisoned condition for 1 hour. If the creature fails
the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The
creature wakes up if it takes damage or if another
creature takes an action to shake it awake.
Torpor (600 GP)
Ingested Poison
A creature subjected to Torpor poison must succeed
on a DC 15 Constitution saving throw or have the
Poisoned condition for 4d6 hours. The creature’s
Speed is halved while the creature is Poisoned in
this way.
Truth Serum (150 GP)
Ingested Poison
A creature subjected to Truth Serum must succeed
on a DC 11 Constitution saving throw or have the
Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie.
Wyvern Poison (1,200 GP)
Injury Poison
A creature subjected to Wyvern Poison makes a DC
14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage
on a successful one.
199 System Reference Document 5.2.1
Traps
Traps should be used sparingly, lest they lose their
charm. A hidden pit can be a fun surprise, but too
many traps in an adventure can lead players to become overly cautious, which slows down the game.
The best traps are fleeting distractions that
skilled characters can overcome in a short amount
of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
Parts of a Trap
The description of a trap includes the following
parts after the trap’s name:
Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels.
A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly
trap can grievously damage characters of the indicated levels.
Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples
of triggers include stepping on a pressure plate,
crossing a trip wire, turning a doorknob, or using
the wrong key in a lock.
Duration. Some traps have durations expressed
in rounds, minutes, or hours. Others specify that
their effects last until the trap is destroyed or
dispelled. If a trap’s duration is instantaneous, its
effect is resolved instantly. If a trap resets after
activating, that fact is noted in this entry. A trap is
otherwise inert after activation.
Use caution when introducing a trap to characters
of a level lower than the trap’s level range. A trap
that is a nuisance at one level range could be deadly
to characters of a lower level range.
Example Traps
Traps are presented in alphabetical order.
Collapsing Roof
Deadly Trap (Levels 1–4)
Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to collapse an unstable
section of ceiling. The trip wire is 3 inches off the
ground and stretches between two weak supports
that topple when the trip wire is pulled.
The first creature that crosses the trip wire
causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the
unstable section of ceiling must succeed on a DC 13
Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage
on a successful one. Rubble from the collapse turns
the trapped area into Difficult Terrain.
Detect and Disarm. As a Search action, a creature
can examine the trapped area and make a DC 11
Wisdom (Perception) check, detecting the trip wire
and the unstable section of ceiling on a successful
check. Once detected, the trip wire can be easily cut
or avoided (no ability check required).
At Higher Levels. You can scale the trap for higher
levels by increasing the damage and the save DC, as
shown in the following table.
| Levels 5–10 11–16 17–20 | Bludgeoning Damage 22 (4d10) 55 (10d10) 99 (18d10) | Save DC 15 17 19 |
Falling Net
Nuisance Trap (Levels 1–4)
Trigger: A creature crosses a trip wire
Duration: Instantaneous
A falling net trap uses a trip wire to release a
weighted, 10-foot-square Net suspended from the
ceiling. The trip wire is 3 inches off the ground and
stretches between two columns or trees.
The first creature that crosses the trip wire
causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the
Restrained condition until it escapes. The target
succeeds automatically if it’s Huge or larger. A creature can take an action to make a DC 10 Strength
(Athletics) check, freeing itself or another creature
within its reach from the Net on a successful check.
Detect and Disarm. As a Search action, a creature
can examine the trapped area and make a DC 11
Wisdom (Perception) check, detecting the trip wire
and the suspended Net on a successful check. Once
detected, the trip wire can be easily cut or avoided
(no ability check required).
Destroy the Net. Reducing the Net to 0 Hit Points
frees any creature trapped in it (see “Adventuring
Gear” for the Net’s statistics).
Set the Trap. A creature that has Thieves’ Tools
and all the trap’s components (including a Net) can
try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each
attempt to set this trap takes 10 minutes.
At Higher Levels. You can scale the trap for higher
levels by increasing the weight of the Net, which
increases the save DC and the DC of the Strength
(Athletics) check as follows: DC 12 at levels 5–10, DC
14 at levels 11–16, or DC 16 at levels 17–20.
Fire-Casting Statue
Deadly Trap (Levels 1–4)
Trigger: A creature moves onto a pressure plate
200 System Reference Document 5.2.1
Duration: Instantaneous, and the trap resets at the
start of the next turn
When a creature moves onto this trap’s pressure
plate for the first time on a turn or starts its turn
there, a nearby statue exhales a 15-foot Cone of
magical flame. The statue can look like anything,
such as a dragon or a wizard. Each creature in the
Cone must succeed on a DC 15 Dexterity saving
throw, taking 11 (2d10) Fire damage on a failed
save or half as much damage on a successful one.
Detect and Disarm. A Detect Magic spell reveals
an aura of Evocation magic around the statue. As a
Search action, a creature within 5 feet of the statue
can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a
successful check. Once the glyph is found, a character can take a Study action to examine it and make a
DC 15 Intelligence (Arcana) check, ascertaining that
the glyph means “fire” on a successful check. As an
action, a character can use a sharp tool to deface the
glyph, which disarms the trap.
As a Search action, a creature can examine the
section of floor that forms the pressure plate and
make a DC 15 Wisdom (Perception) check, detecting
the pressure plate on a successful check. Wedging
an Iron Spike or similar object under the pressure
plate prevents the trap from triggering.
At Higher Levels. You can scale the trap for higher
levels by increasing the damage and the area of effect, as shown in the following table.
| Levels 5–10 11–16 17–20 | Fire Damage 22 (4d10) 55 (10d10) 99 (18d10) | Area of Effect 30-foot Cone 60-foot Cone 120-foot Cone |
Hidden Pit
Nuisance Trap (Levels 1–4)
Trigger: A creature moves onto the pit’s lid
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed
from material identical to the surrounding floor.
When a creature moves onto the lid, it swings open
like a trapdoor, causing the creature to fall into the
pit. The lid remains open thereafter.
A creature that falls into the pit takes 3 (1d6)
Bludgeoning damage from the fall.
Detect and Disarm. As a Study action, a creature
can examine the section of floor that forms the
pit’s lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check.
Once the pit is detected, an Iron Spike or a similar
object can be wedged between the pit’s lid and the
surrounding floor to prevent the lid from opening,
thereby making it safe to cross. The cover can also
be held shut using Arcane Lock or similar magic.
Escape. A creature needs a Climb Speed, climbing
gear, or magic such as Spider Climb to scale the pit’s
smooth walls. You can make the pit easier to escape
by adding cracks in the walls big enough to serve as
handholds and footholds.
At Higher Levels. You can scale the trap for higher
levels by increasing the pit’s depth and damage, as
shown in the following table.
| Levels 5–10 11–16 17–20 | Pit Depth 30 feet 60 feet 120 feet | Bludgeoning Damage 10 (3d6) 21 (6d6) 42 (12d6) |
Poisoned Darts
Deadly Trap (Levels 1–4)
Trigger: A creature moves onto a pressure plate
Duration: Instantaneous, and the trap resets at the
start of the next turn if it has activated fewer than
three times
When a creature moves onto this trap’s pressure
plate for the first time on a turn, poisoned darts
shoot from tubes embedded in the surrounding
walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden
amid bas-reliefs, murals, or frescoes.
Each creature in the darts’ path must succeed on
a DC 13 Dexterity saving throw or be struck by 1d3
darts, taking 3 (1d6) Poison damage per dart.
Detect and Disarm. As a Search action, a creature
can examine the walls and make a DC 15 Wisdom
(Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth,
or detritus prevents the darts from firing.
As a Search action, a creature can examine the
section of floor that forms the pressure plate and
make a DC 15 Wisdom (Perception) check, detecting
the pressure plate on a successful check. Wedging
an Iron Spike or a similar object under the pressure
plate prevents the trap from triggering.
At Higher Levels. You can scale the trap for higher
levels by increasing each dart’s Poison damage as
follows: 7 (2d6) at levels 5–10, 14 (4d6) at levels
11–16, or 24 (7d6) at levels 17–20.
Poisoned Needle
Nuisance Trap (Levels 1–4)
Trigger: A creature opens the trap’s lock improperly
or fails to disarm the trap
Duration: Instantaneous
A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the
proper key, the needle springs out and stabs the
creature. The creature makes a DC 11 Constitution
saving throw. On a failed save, the creature takes
5 (1d10) Poison damage and has the Poisoned
201 System Reference Document 5.2.1
condition for 1 hour. On a successful save, the creature takes half as much damage only.
Avoid. The trap doesn’t trigger if the lock is
opened using a Knock spell or similar magic.
Detect and Disarm. As a Search action, a creature
can examine the trapped lock and make a DC 15
Wisdom (Perception) check, detecting the needle on
a successful check. Once the trap is detected, a character can take an action to try to disarm the trap,
doing so with a successful DC 15 Dexterity (Sleight
of Hand) check. On a failed check, the creature triggers the trap.
At Higher Levels. You can scale the trap for higher
levels by increasing the damage and the save DC, as
shown in the following table.
| Levels 5–10 11–16 17–20 | Poison Damage 11 (2d10) 22 (4d10) 55 (10d10) | Save DC 13 15 17 |
Rolling Stone
Deadly Trap (Levels 11–16) or Nuisance Trap (Levels
17–20)
Trigger: A creature moves onto a pressure plate
Duration: Until the stone stops rolling
When a creature moves onto a hidden pressure
plate, a 5-foot-radius orb of solid stone is released
from a secret compartment and begins to roll. The
stone and all creatures nearby roll Initiative; the
stone gets a +8 bonus on its Initiative roll.
On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle.
The stone can move through creatures’ spaces,
and creatures can move through the stone’s space,
treating it as Difficult Terrain. Whenever the stone
enters a creature’s space for the first time on a turn
or a creature enters the stone’s space while the
stone is rolling, that creature must succeed on a DC
15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition.
The stone stops when it hits a wall or similar
barrier. It can’t go around corners, but creative
dungeon builders incorporate curving turns into
nearby passages that allow the stone to keep
moving.
Detect and Disarm. As a Study action, a creature
can examine the section of floor that forms the
pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate’s
function on a successful check. Wedging an Iron
Spike or a similar object under the pressure plate
prevents the trap from triggering.
Destroy the Stone. The stone is a Large object
that has AC 17, HP 100, a Damage Threshold of 10,
and Immunity to Poison and Psychic damage.
Slow the Stone. As an action, a creature can try to
slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the
stone moves on its turn is reduced by 15 feet. If that
distance drops to 0, it stops moving and is no longer
a threat.
Spiked Pit
Deadly Trap (Levels 1–4)
Trigger: A creature moves onto the pit’s lid
Duration: Instantaneous
A 10-foot-deep pit has a hinged lid constructed from
material identical to the surrounding floor. When
a creature moves onto the lid, it swings open like
a trapdoor, causing the creature to fall into the pit,
which has sharpened wooden or metal spikes at the
bottom. The lid remains open thereafter.
A creature that falls into the pit lands at the
bottom and takes 3 (1d6) Bludgeoning damage
from the fall plus 9 (2d8) Piercing damage from
the spikes.
Detect and Disarm. As a Study action, a creature
can examine the section of floor that forms the pit’s
lid and make a DC 15 Intelligence (Investigation)
check, detecting the pit on a successful check. Once
the hidden pit is detected, an Iron Spike or a similar
object can be wedged between the pit’s lid and the
surrounding floor to prevent the lid from opening,
thereby making it safe to cross. The cover can also
be held shut using an Arcane Lock spell or similar
magic.
Escape. A creature needs a Climb Speed, climbing
gear, or magic such as a Spider Climb spell to scale
the pit’s smooth walls. You can make the pit easier
to escape by adding cracks in the walls big enough
to serve as handholds and footholds.
At Higher Levels. You can scale the trap for higher
levels by increasing the pit’s depth and damage, as
shown in the following table.
| Levels 5–10 | Pit Depth 30 feet | Damage 10 (3d6) Bludgeoning plus 13 (3d8) Piercing 21 (6d6) Bludgeoning plus 36 (8d8) Piercing 42 (12d6) Bludgeoning plus 57 (13d8) Piercing |
| 11–16 | 60 feet | |
| 17–20 | 120 feet |
202 System Reference Document 5.2.1
Combat Encounters
The following features can make a combat encounter more interesting or challenging:
Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty
crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb,
fly, or teleport.
Defensive Positions. Enemies in hard-to-reach
locations or defensive positions force characters
who normally attack at range to move around.
Mixed Monster Groups. When different types
of monsters work together, they can combine
their abilities—just like characters with different classes and origins. A diverse force is more
powerful.
Reasons to Move. Use features that encourage
characters and their enemies to move around,
such as chandeliers, kegs of gunpowder or oil, and
rolling stone traps.
Combat Encounter Difficulty
Use the following guidelines to create a combat encounter of a desired level of difficulty.
Step 1: Choose a Difficulty
Three categories describe the range of encounter
difficulty:
Low Difficulty. An encounter of low difficulty is
likely to have one or two scary moments for the
players, but their characters should emerge victorious with no casualties. One or more of them
might need to use healing resources, however.
As a rough guideline, a single monster generally
presents a low-difficulty challenge for a party of
four characters whose level equals the monster’s
Challenge Rating.
Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could
go badly for the adventurers. Weaker characters
might get taken out of the fight, and there’s a slim
chance that one or more characters might die.
High Difficulty. A high-difficulty encounter could
be lethal for one or more characters. To survive
it, the characters will need smart tactics, quick
thinking, and maybe even a little luck.
Step 2: Determine Your XP Budget
Using the XP Budget per Character table, cross-reference the party’s level with the desired encounter
difficulty. Multiply the number in the table by the
number of characters in the party to get your XP
budget for the encounter.
XP Budget per Character
Party’s
Level
——— Encounter Difficulty ———
Low Moderate High
1 50 75 100
2 100 150 200
3 150 225 400
4 250 375 500
5 500 750 1,100
6 600 1,000 1,400
7 750 1,300 1,700
8 1,000 1,700 2,100
9 1,300 2,000 2,600
10 1,600 2,300 3,100
11 1,900 2,900 4,100
12 2,200 3,700 4,700
13 2,600 4,200 5,400
14 2,900 4,900 6,200
15 3,300 5,400 7,800
16 3,800 6,100 9,800
17 4,500 7,200 11,700
18 5,000 8,700 14,200
19 5,500 10,700 17,200
20 6,400 13,200 22,000
Step 3: Spend Your Budget
Every creature has an XP value in its stat block.
When you add a creature to your combat encounter,
deduct its XP from your XP budget to determine
how many XP you have left to spend. Spend as much
of your XP budget as you can without going over. It’s
OK if you have a few unspent XP left over. Examples
are given below:
Example 1. A low-difficulty encounter for four level
1 characters has an XP budget of 50 × 4, for a total
of 200 XP. With that, you could build any of the following encounters:
• 1 Bugbear Warrior (200 XP)
• 2 Giant Wasps (100 XP each), for 200 XP total
• 6 Giant Rats (25 XP each), for 150 XP total
Example 2. A moderate-difficulty encounter for
five level 3 characters has an XP budget of 225 × 5,
for a total of 1,125 XP. With that, you could build
either of these encounters:
• 2 Druids (450 XP each) and 9 Stirges (25 XP
each), for 1,125 XP total
• 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP),
and 6 Skeletons (50 XP each), for 1,100 XP total
203 System Reference Document 5.2.1
Example 3. A high-difficulty encounter for six level
15 characters has an XP budget of 7,800 × 6, for a
total of 46,800 XP. With that, you could build this
encounter:
• 2 Adult Red Dragons (18,000 XP each) and 2 Fire
Giants (5,000 XP each), for 46,000 XP total
Troubleshooting
When creating and running combat encounters,
keep the following in mind.
Many Creatures
The more creatures in an encounter, the higher
the risk that a lucky streak on their part could deal
more damage to the characters than you expect. If
your encounter includes more than two creatures
per character, include fragile creatures that can be
defeated quickly. This guideline is especially important for characters of level 1 or 2.
Adjustments
A player’s absence might warrant removing creatures from an encounter to keep it at the intended
difficulty. Also, die rolls and other factors can result
in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such
as by having creatures flee (making the encounter
easier) or adding reinforcements (making the encounter harder).
CR 0 Creatures
Creatures that have a CR of 0, particularly ones that
are worth 0 XP, should be used sparingly. If you
want to include many CR 0 critters in an encounter,
use swarms instead.
Number of Stat Blocks
The best combat encounters often pair one kind of
creature with another, such as fire giants paired
with hell hounds. Be mindful of the number of stat
blocks you need to run the encounter. Referencing
more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex.
Powerful Creatures
If your combat encounter includes a creature whose
CR is higher than the party’s level, be aware that
such a creature might deal enough damage with a
single action to take out one or more characters. For
example, an Ogre (CR 2) can kill a level 1 Wizard
with a single blow.
Unusual Features
If a monster has a feature that lower-level characters can’t easily overcome, consider not adding that
monster to an encounter for characters whose level
is lower than the monster’s Challenge Rating.