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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
- When determining the outcome of a check, DMs should use a sliding scale of success.
- For example: A player is fleeing from some assassins through a network of alleyways in the city slums. They turn and find a wall in their path, dividing the alleys from a neighboring building’s courtyard. The player attempts a DC15 Strength(Athletics) check to jump over the wall quickly, trying to put distance between them and their would-be assailants.
- The DM might say that a 20 or higher sees the player vault the wall with no difficulty leaving the pursuers in the dust and ending the chase (“smashing success”).
- A 15 and higher sees the player quickly scramble over the wall, but the assassins are still close enough to continue the chase (a “success”).
- A roll of 11-14 might still let the player climb over the wall slowly, allowing their pursuers time to catch up and make an attack before the player is out of reach (“partial success”).
- A 10 and below might see the player try and fail to climb the wall, forcing them to think fast and find another way out before the assassins round the corner (“failure”).
- A 5 or lower might have devastating consequences, like the player makes it partway up the wall, but slips and twists their ankle as the assassins round the corner, reducing their move speed for the next minute (“devastating failure”).
- For example: A player is fleeing from some assassins through a network of alleyways in the city slums. They turn and find a wall in their path, dividing the alleys from a neighboring building’s courtyard. The player attempts a DC15 Strength(Athletics) check to jump over the wall quickly, trying to put distance between them and their would-be assailants.
- Here is an example sliding scale for skill check success that DMs could use:
- Smashing success/complete success with a bonus (if applicable to the check): 10 above DC, or a natural 20 while still meeting the DC.
- Success: DC is met or surpassed.
- Partial success/success at cost (if applicable to the check): up to 4 below DC.
- Failure: 5 or more below DC.
- Devastating failure/failure at heavy cost: 10 or more below DC.
- Treat anything less than “partial success”/”success at cost” as a failure for the purpose of features that only work on the failure of a skill check. Conversely, “partial successes”/”success at cost” should count as a success for the purposes of features which only work on success.
- Some checks may not merit the existence of smashing successes, partial successes, or devastating failures. Sometimes there are really only two ways an attempted skill check can go.
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