Delving into the ancient tomb of horrors. slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread-these are the things that Dungeons and Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.
This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.
Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:
- The DM describes the environment.
- The players describe what they want to do.
- The DM narrates the results of their actions.
Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions.
The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Details on Time, speed, and movement can all be found in Chapter 8 of the Player’s Handbook as well as different activities that are important for the players and characters.
Movement
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures.
The DM can summarize the adventurers’ movement without calculating exact distances or travel times:
For example:
“You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”
Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Speed
Every character and monster have a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement during a life-threatening situation.
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
Travel Pace
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in the Player’s Handbook for more information).
Forced March. The Travel Pace table assumes that character’s travel for eight hours in day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past the first eight hours of travel. On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).
Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5, “Equipment” in the Player’s Handbook), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel.
Overland Movement Table (One Hour of Travel)
Character Speed | Notes | ||||
One Hour (Overland) | 15 feet | 20 feet | 30 feet | 40 feet | |
Slow | ½ mile | 1 mile | 2 miles | 3 miles | |
Walk | 1½ miles | 2 miles | 3 miles | 4 miles | |
Fast | 2 miles | 3 miles | 4 miles | 6 miles | -5 penalty to Wisdom (Perception) scores |
Overland Movement Table (Eight Hours of Travel)
Character Speed | Notes | ||||
One Day (Overland) | 15 feet | 20 feet | 30 feet | 40 feet | |
Slow | 4 miles | 8 miles | 16 miles | 24 miles | |
Walk | 12 miles | 16 miles | 24 miles | 32 miles | |
Fast | 16 miles | 20 miles | 30 miles | 40 miles | -5 penalty to Wisdom (Perception) scores |
Difficult Terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain. You move at half speed or slower in difficult terrain.
As an example:
Moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.
Hampered Movement Table
Condition | Additional Movement Cost |
Difficult terrain | ×2 |
Obstacle | ×2 |
Poor visibility | ×2 |
Impassable | — |
Different terrains will cause different movement speeds. This is true for Combat movement or Overland travel.
Terrain and Overland Movement Table
Terrain | Highway | Road or Trail | Trackless |
Desert, sandy | ×1 | ×½ | ×½ |
Forest | ×1 | ×1 | ×½ |
Hills | ×1 | ×¾ | ×½ |
Jungle | ×1 | ×¾ | ×¼ |
Moor | ×1 | ×1 | ×¾ |
Mountains | ×¾ | ×¾ | ×½ |
Plains | ×1 | ×1 | ×¾ |
Swamp | ×1 | ×¾ | ×½ |
Tundra, frozen | ×1 | ×¾ | ×¾ |
Quadrupeds, such as horses, can carry heavier loads than characters can.
Mounts Movement Table
Mounts (carrying load) | Per Hour | Per Day |
Light horse or light warhorse | 6 miles | 48 miles |
Light horse (151-450 lb.) | 4 miles | 32 miles |
Light warhorse (231-690 lb.) | 4 miles | 32 miles |
Heavy horse or heavy warhorse | 5 miles | 40 miles |
Heavy horse (201-600 lb.) | 3½ miles | 28 miles |
Heavy warhorse (301-900 lb.) | 3½ miles | 28 miles |
Pony or war pony | 4 miles | 32 miles |
Pony (76-225 lb.) | 3 miles | 24 miles |
War pony (101-300 lb.) | 3 miles | 24 miles |
Donkey or mule | 3 miles | 24 miles |
Donkey (51-150 lb.) | 2 miles | 16 miles |
Mule (231-690 lb.) | 2 miles | 16 miles |
Dog, riding | 4 miles | 32 miles |
Dog, riding (101-300 lb.) | 3 miles | 24 miles |
Rafts, barges, keelboats, and rowboats are used on lakes and rivers.
If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
Vehicle Movement Table
Vehicles | Per Hour | Per Day |
Cart or wagon | 2 miles | 16 miles |
Raft or barge (poled or towed) | ½ mile | 5 miles |
Keelboat (rowed) | 1 mile | 10 miles |
Rowboat (rowed) | 1½ miles | 15 miles |
Sailing ship (sailed) | 2 miles | 48 miles |
Warship (sailed and rowed) | 2½ miles | 60 miles |
Longship (sailed and rowed) | 3 miles | 72 miles |
Galley (rowed and sailed) | 4 miles | 96 miles |
Special Types of Movement
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
Climbing, Swimming, and Crawling
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover several feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air several feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

The Environment
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations. There are also a lot more details in Chapter 8 of the Player’s Handbook.
Vison and Light
The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few- rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hinderance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area – such as darkness, opaque fog, or dense foliage – blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights). within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, sue h as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
Darkvision
Many creatures in the worlds of Dungeons and Dragons, especially those that dwell underground. have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.
Truesight
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, and succeed on saving throws against them, and perceives the original form of a shape changer or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Social Interaction
Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.
Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).
In general terms, an NPC’s altitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.
Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying
Roleplaying is literally the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.
There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.
Descriptive Approach to Roleplaying
With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.
For instance:
Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern. an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.
Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.”
In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s altitude and actions.
When using descriptive roleplaying, keep the following things in mind:
- Describe your character’s emotions and altitude. Focus on your character’s intent and how others might perceive it.
- Provide as much embellishment as you feel comfortable with.
- Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.
Active Approach to Roleplaying
If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.
When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.
Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:
For example:
Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.”
Results of Roleplaying
The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.
When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. Vou might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.
Interactions in Dungeons and Dragons are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Monster Harvesting
The act of removing useful body parts from a creature is referred to as harvesting.
Anything that can be harvested from a creature is referred to as a harvesting material or simply material. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.
Appraising
Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below).
For example:
Appraising a Beholder (which is an aberrant), the check would be an Intelligence (Arcana) check, while appraising an Ogre (which is a giant) would require an Intelligence (Medicine) check.
The DC of the check is equal to 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at advantage. A character may only attempt one appraisal check per creature.
Monster Type / Skill Check Table
Creature Type | Skill Check |
Aberration | Arcana |
Beast | Nature or Survival |
Celestial | Arcana |
Construct | Investigation |
Dragon | Arcana or Nature |
Elemental | Arcana |
Fey | Arcana |
Fiend | Arcana or Religion |
Giant | Medicine |
Humanoid | Medicine |
Monstrosity | Nature |
Ooze | Investigation |
Plant | Nature |
Undead | Arcana or Religion |
Splitting Up the Responsibilities
Some party members may prefer to let one character handle the appraisal of materials, while another more dexterous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.
This section details the steps associated with performing a harvest, and any factors that may influence it.
Harvesting
To harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table.
For example:
A character attempting a harvest check on an Aberrant would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).
This check reflects a character’s ability to not only properly remove the intended item without damaging it, but it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.
Using other proficiencies:
If a player is harvesting a certain creature or harvesting a creature of a certain type of material, the DM may allow them to use a relevant tool proficiency rather than a skill proficiency.
For example, the DM may allow a player to add their proficiency with Tinker’s Tools to their attempt to harvest a mechanical golem or use their proficiency with leatherworking tools when attempting to harvest a creature for its hide. Alternatively, all creature type proficiencies may be replaced by proficiency with the harvesting kit.
Each individual item in a creature’s harvesting table is listed with a DC next to it. Any roll that a player makes that equals or exceeds this DC grants that player that item. Rewards are cumulative, and a player receives every item with a DC equal to or below their ability check result.
For example:
Rolling a total of 15 on a check to harvest an azer will reward the player with both “azer ash’, and “azer bronze skin”, but not a “spark of creation”. If they so wish, players may opt to not harvest a material even if they have met the DC threshold to harvest it.
Only one harvesting attempt may be made on a creature. Failure to meet a certain item’s DC threshold assumes that the item was made unsalvageable due to the harvester’s incompetence.
For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.

Violent Deaths
This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature’s materials by 5. Alternatively, the DM may decide that well- orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature’s materials by 5.
Furthermore, the DM may adjudicate whether some of a creature’s individual materials have been made useless due to effects imposed by them during their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.
Expiration
Many harvested goods will start to rot and decay. Below is a quick overview of how we determined expiration dates.
Item Type | Days | Explanation |
Body Part | 2 | Flesh rots and decays quickly. |
Body Part, Undead | 7 | Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots). |
Bones | ∞ | Bones take a very long time to decay. |
Feathers | ∞ | Feathers take a very long time to decay. |
Ears | 14 | Ears are predominantly tough cartilage (soft bone). The skin around the ear’s rots quickly, but the ear remains intact for some time after. |
Hair | ∞ | Hair takes a very long time to decay. |
Head | 3 | Like other flesh, it rots and decays quickly, but lasts slightly longer |
Hides/Pelts | 10 | Hides/Pelts must be treated and soaks to retain its usefulness. |
Liquid, Vial (i.e., Blood) | 7 | If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly. |
Liquid, Vial (i.e., Slime) | 14 | Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly. |
Poisons | 14 | Most poisons are viable for about 2 weeks. However, each poison is different. In additions, proficiency with a poisoner’s kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison’s usefulness) |
Tattoos/Marks | 5 | Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh. |
Wings | 7 | While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longer. |
Meat
It is possible to harvest the meat of many creatures, although uncooked meat spoils quickly and often attract other predators. Some creature types have meat that is inedible (i.e., undead), while others carry some sort of stigma (cannibalism, distasteful, unholy). For example, eating a celestial may be considered a vile, unholy act; while eating a monstrosity may be considered disgusting and distasteful; and giants are too like most medium-sized humanoids and is often considered in line with cannibalism. Of course, while buying stigma associated meats is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).
Creature Type | Edible | Possible Stigma | Sellable |
Aberration | N | Inedible | |
Beast | Y | N | Y |
Celestial | Y | Cannibalism, Holy Creature | N |
Construct | N | Inedible | |
Dragon | Y | N | Y |
Elemental | N | Inedible | |
Fey | Y | Cannibalism, Worshiped | Some are inedible |
Fiend | N | Inedible | |
Giant | Y | Cannibalism, Disgusting Creature | N |
Humanoid | Y | Cannibalism | N |
Monstrosity | * | Disgusting Creature | N |
Ooze | N | Inedible | |
Plant | N | No meat | |
Undead | N | Inedible |
* Some monstrosities have meat that is edible (DM Discretion)
The amount of meat is dependent on the beast’s size. The weight of a raw piece of meat is one pound heavier than a ration (one slab of meat, 3 lb. is needed to produce 1 dried ration, 2 lb.).
Beast Size | DC | Meat | Weight | Expire |
Tiny | 5 | 1 | 2 lb. | 1 day |
Small | 5 | 1d4 | 3-12 lb. | 1 day |
Medium | 5 | 1d6 | 3-18 lb. | 1 day |
Large | 5 | 2d6 | 6-36 lb. | 1 day |
Huge | 5 | 4d6 | 12-72 lb. | 1 day |
Eating Meat: Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).
Drying Meat: The meat can be dried using salt, spices, heat, and time.
Drying Method | Time | DC | Notes |
Oven | 6 hours | 5 | |
Smoke Hut | 2 days | 7 | Smoking must be maintained (can’t be left alone for days) |
Sun | 16 hours | 15 | Must be in direct sunlight, in over 85°F. Set on a hot stone or hanging from a rack. Higher chance of spoiling. |
Drunkenness
A pint of ale is never very far away in the world of Faerun. A drink to accompany a fine meal a bit of liquid courage to head into battle, or a celebration after long and arduous journey. A great way for anyone to enjoy themselves, but alcohol itself is a double-edged sword It can make you feel invincible, but it can also make you think you’re seeing double, be careful when consuming for dangerous effects are never tar behind.
Intoxication
For many, alcohol can affect you differently that is where intoxication levels come into effect. Your characters intoxication level is equal to your constitution modifier plus your proficiency bonus and there are different stages to being drunk.
Tipsy
when the alcohol is flowing, and good times are being had by all you start to feel a tingle in your fingers. You gain the sense that you could do just about anything, you are tipsy.
“Tipsy” is when you are 1/4 of the way to being intoxicated rounded down. Therefore, at this stage you have advantage on a charisma-based skill checks and wisdom saves for being frightened At this stage you also gain disadvantage on ranged attacks
Drunk
As the night continues so does your drinking. You’re having a fun night, why stop? Once you’ve reached 1/2 of your intoxication level you reached the point where you are drunk.
At this stage your speech is slurred, you’re seeing double, and your limbs are a little numb. If you are drunk, you gain five temporary hit points and maintain your advantage against fright. You lose your charisma-based advantage and gain disadvantage on ALL attack rolls and intelligence checks.
Wasted
At this point in the night. you are one of the last people in the bar. You’ve ignored that voice in the back of your head saying you should stop and now you’re wasted.
When you are 3/4 of the way to full intoxication you are wasted. You gain another five temporary hit points and cannot be rightened or charmed, but you have disadvantage on all attack rolls and ability checks.
Blackout
Now you have drank too much. You have past the point of no return. You may not be able to form coherent thoughts or even be able to say your own name. You have reached the Blackout stage.
This is the point where you have reached your intoxication level You are at disadvantage for any attack rolls, ability checks and saves aside from Constitution. At this point you must make a constitution save (D.C. equals 10 + 1/2 the number of drinks consumed) every hour or be rendered unconscious.
A Simple Drink
There are many types of drinks that one could imbibe, and those drinks have different levels of intoxication.
Drink Strength Table
Strength | Drink |
½ | Watered Down |
1 | Average |
2 | Strong |
3 | Inhuman |
Racial Bonus
Dwarves, Half-Ores, and Goliaths have stronger constitutions than most. Therefore, their intoxication level is twice their Constitution modifier plus their proficiency bonus.
Lockpicking
Insert cool intro here. I mean. it’s just a homebrew on lockpicking, what kind of intro does it need? It anything, I’ll just say I think it’s cooler than your usual Dexterity (thieves’ tools) single roll. but that’s just my opinion.
Study the Lock
When faced with some kind of mechanical lock, you can use your Action to Study the Lock. You handle, analyze, and test the lock looking for weak spots and trying to figure out the best plan of attack. Make an Intelligence (thieves’ tools) check against the DC of the lock. If you succeed, you find the mechanism’s weak spots and how to exploit them giving your future attempts at picking the lock advantage.
Additionally, if you take a subtle approach when unlocking the lock, the jam the lock result becomes minor setback and the break the lock result becomes jam the lock. It you fail, you don’t gain any additional information on the lock. Future attempts at studying the lock can only be made after a short rest.
Pick the Lock
You use your Action to try to, you know, pick the lock. You must choose a subtle or a non-subtle approach and then make a Dexterity (thieves’ tools) against the lock’s DC. Creatures without proficiency in thieves’ tools can’t opt for a subtle attempt and creatures using improvised tools make the check with disadvantage.
If you succeed on the check, the lock is picked and opens. If you fail by less than 5, the lock isn’t picked but nothing else happens. If you fail 5 or more, but less than 10, you jam the lock. If you fail by 10 or more, you break the lock on the spot. Hard to visualize? Here’s a handy-dandy table.
DC15 Lock Example Table
Check | Results |
5 or less | Break the lock |
6 to 10 | Jam the lock |
11-14 | Nothing happens |
15 or more | Lock opens |
Break the Lock
The lock is broken and can’t be picked or used. Sorry, dude.
Jam the Lock
Your attempt at picking the lock caused something to break, catch, jam, or otherwise damage the mechanism momentarily. Future attempts at picking the lock have the DC cumulatively increased by five until the lock is successful picked or properly opened by its designed opening method of the lock’s DC is increased by 15, you break the lock.
Minor Setback
Same as jamming the lock except the DC is only increased by two.
Subtle Approach
You focus on decreasing your chances of leaving visible marks of you forced entry by using subtler, gentler, and less aggressive methods. Your attempts at picking the lock are hard to see to most people. If someone tries to analyze the lock looking for marks, they must make an Intelligence (Investigation) check against a DC equal to 10 plus your Dexterity (thieves’ tools) bonus. seeing nothing out of the ordinary on a failure and signs of your picking on a success.
Non-Subtle Approach
You just want to get the job done, no fuss, no subtlety. You use more aggressive methods and whatever tools your nave in your arsenal to open the lock, like using a piece of metal for leverage. creating dents on specific places to weaken the mechanism, etc., which leaves clearly perceivable marks on the lock or on the area it was placed. Any creature that looks at the lock can see that it was the target of a breaking and entering attempt.
Changing the DC
Some locks can be more susceptible to a specific type of approach. A rusty lock is considerably harder to pick using delicate tools and trying not to leave marks than it is to simply grab a hammer or plyers and try to make the mechanism unlock by force. At the same time, some locks might be too heavy or reinforced to be reasonably made to open without the use of small tools and delicate technique. For that reason, the DM might assign different DCs for the same lock based on what approach is taken. A successful study the lock check tells the character whether one of the approaches is easier than the other or it both have the
Magical Locks
If the lock has a magical component to it. the DM might allow the study the lock check to be an Intelligence (Arcana) check instead of the usual Intelligence (Thieves Tools) check.