Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 5E – DM Screen

DM_Screen_+RRH5E – DM Screen

Download your free copy here.

Wizards has an excellent Dungeon Master’s Screen. It is well made and good looking and well worth the price. However, It falls short (in my opinion) on the reference material on the DM’s side. I searched for a fan made version and found several that were better than the Wizard’s version, but still weren’t exactly what I had in mind, so I finally broke down and made my own. You can download the PDF file and print it for your own use. There are several ways to make these into a DM Screen. The simplest is to attach the prints to cardboard and tape the panels together. You can find pictures to decorate the Players side to suit your campaign.

Here is what I ended up with.

1)  I felt that 3 panels was plenty. By making them 8 1/2″ x 11″ they are easy to print and to find backings or plastic sleeves to fit them in. I oriented them with the long dimension horizontally to make it easier for the DM to see over.

2) I only listed information that might be needed during play – so no player creation or dungeon creation information.

3) To make it easy to quickly find what you are looking for I organized it into three columns on each panel. Each column has a large title on the top with information related to that topic listed below. The Headings are: Vision, Travel, Combat, Survival, Conditions, Money, Encounters, Objects, and Abilities.

Enjoy!

D&D for Kids

PlayWithKids

It’s no secret that pretty much every parent who plays any kind of tabletop game wants their kids to join in on the fun as well. Besides everyone using their imaginations to play, D&D helps to develop your kiddo’s cognitive skills such as reading, problem-solving, and creative thinking.

Wizards has released 2 kid friendly D&D adventures: Monster Slayers: The Heroes of Hesiod and Monster Slayers: The Champions of the Elementsboth by Susan J. Morris. Parents can use this simplified rule-set as a stepping stone to introduce new players, young and old, to the world of D&D. Once you’ve finished these quick adventures you can move on to bigger campaigns and hopefully have the time of your life introducing the little ones to a game that they could be playing for years to come.

You can find what Susan J. Morris has to say about it here and still more information (and a link to the original Monster Slayers adventure) here!

D&D 5E – General Purpose Cards

Generic-Cards

Cards for All Occasions

Download your free copy here.

I have previously posted Initiative Cards, Monster Cards and Spell Cards. Burt requested that I  also make Class Ability cards. I thought about it and made these general purpose cards instead.

All of the text on these cars can be edited to say whatever you want. I filled them in with some examples of how they could be used. You can fill them out, print them on your printer and cut them out to use at your gaming table. They could be used for any game and aren’t specifically intended for 5th edition Dungeons and Dragons.

Some ideas –

Class Abilities and Traits: The character sheet doesn’t have enough space to fully describe all of your character’s  abilities. You can print them on these easy to use cards instead.

Magical Items: I would print two copies of each magic item that I was going to place in a dungeon. The first would simply have it’s physical description. and perhaps I would draw a sketch of it on the back. I would give that one to the player that obtained it. The other one, I would keep and it would contain all of the magical abilities and curses it has.

Conditions: I will print out one of these for each condition for quick reference.

House Rules: I will print out most of my house rules so the players can refer to them as needed.

NPC’s: Cards with several different NPC’s with a sketch on the back. Keep them handy for random encounters, or for when you need one quickly.

I am sure you can devise a lot of other uses for these. Let me know what you come up with.

D&D 5E – Player’s Handbook Errata

Wizards of the Coast released an official errata to the Player’s Handbook a few days ago. You can get your copy here (Errata_PH.pdf). It has a couple of entries that directly address the issue of PC hiding rules.

BehindATree

Another look at Hiding in combat

The items in the errata that pertain specifically to hiding are these:

Hiding (p. 177). The DM decides when circumstances are appropriate for hiding. Also, the question isn’t whether a creature can see you when you’re hiding. The question is whether it can see you clearly.

Vision and Light (p. 183). A heavily obscured area doesn’t blind you, but you are effectively blinded when you try to see something obscured by it.

Comments on my post on stealth and hiding (here) almost always boil down to one point of contention. The rules for hiding outside of combat are fairly easily understood. The biggest debate always seems to be about hiding during combat. We all agree that surprise can only be on the first round of combat, but what about hiding during combat? Of course a PC can attempt to hide (if he can move to where he can’t be seen clearly) and sneak away with some item, but the main question is this; Can a 2nd level rouge attack and then hide on his turn and then attack with advantage the next round and do it again. OR, more simply, can he use the hide rules to get advantage on tis attack every round?

There are two completely different points of view on this and they can both be easily defended by quoting the rules. The two sides can be expressed thus:

1) Yes, of course the rogue can attack with advantage every round (assuming he has something to hide behind and succeeds in his hide attempt). That is why the rules are written the way they are. That is the whole reason I am playing a rogue. Especially at lower levels, the rogue can deliver more damage, on average, than the fighter. This makes playing him so much fun.

2) No, it makes no logical sense that a character can hide behind a barrel and the opponents not know that he is there. Even if he does succeed in hiding, the moment he sticks his head out to make an attack, he can now be seen so he is no longer hidden and he cannot attack with advantage.

There is no right or wrong here. It all depends on how the group wants to play. Ultimately, it is up to the DM. Even though it has always been the case, the new errata makes it very clear that the DM decides when you can or cannot hide.

I personally prefer to the second option. The rogue can still get advantage anytime an opponent is distracted. Most often this will be because he is being attacked by someone else on the rogue’s team, but I can think of a lot of other things that might distract an opponent. Or, if you are attacking from the shadows I could be persuaded to allow advantage on the attack.

Dragon Hunt – Chapter 2, Part 10 – The Paladin

It was nearing noon. The large pendant on its silver chain rattled against the paladin’s polished breastplate as his warhorse reared to a stop. The pendant was in the form of a silver hand holding a silver lightning bolt, the holy symbol of Heironeous, the deity to whom Sir Olorry Gleamheart had dedicated his life and sacred honor. It flashed brightly in the sun as the he dismounted at the gate to the governor’s residence.
As he removed his helmet and gantlets he addressed the guards, “I must see the Governor at once!”
The guards looked at each other. The first one said, “Of course, Sir Gleamheart, sir. But, you see, he wasn’t expecting you and, well, perhaps if I have someone announce you he will grant you an audience when he is free.” It was not surprising that he knew who this knight in shining armor was. Everyone in town knew of this man.
A young man, a squire from his clothing and demeanor, ran up from the stables to take the paladin’s horse and see to any of his other needs. Gleamheart handed him this helmet and gauntlets and turned for him to assist in removing his cape. “Tell Governor Patrick that his godson seeks his counsel in regard to this dragon business.”
Just then there arose a commotion in the street. A man in a torn and battered city guard uniform and a crazed expression on his face was running toward them. “You must die!” he exclaimed as he ran directly toward Sir Gleamheart and raised his sword to attack. With a swiftness born from years of practice, the paladin drew his sword and in that same motion swung it into his attackers weapon with a force that nearly knocked it from his hand and, ducking and spinning, he pivoted on one sabaton covered foot, turned a full circle and struck the man in his chest with the other, sending the attacker to the ground. The two guards were just now drawing their swords. Before they could approach, Sir Gleamheart stopped them with a raised hand saying, “This man is obviously under some kind of spell.” Reaching the man before he could get back to his feet, the paladin spoke some ancient and mysterious words as he placed a hand on the man’s forehead. Almost instantly, the man dropped his sword and looked around as if seeing his surroundings clearly for the first time.
Seeing the sword still in the paladin’s hand, the man dropped onto both knees and said, “Sir Gleamheart, please spare me! It wasn’t I who meant you harm, it was Abraxas! The dragon! He hexed me! I swear it!”
“Of course,” Gleamheart said as he sheathed his sword. “You are injured,” he said as he offered him his hand. “Can you stand?” With Gleamheart’s help he stood uneasily. “Let me heal you.” Then, with a magical incantation he had recited many times before, he invoked Heironeous’ divine mercy to heal the man’s wounds. The man acted as many before him when first receiving magical healing. First disbelief in the sudden and compete healing of all his wounds and restoration of his health and vigor. Then extreme happiness at his good fortune. “How do you feel?” Gleamheart asked.
“I feel great!” he answered as he turned himself around with outstretched arms, examining his arms and chest where seconds before there had been multiple scratches and bruising. “Thank you! Thank you so much!”
“Thank Heironeous,” Gleamheart replied. “I am only his servant.” Then, turning to the squire he said “Bring this man some water. He looks thirsty.”
“Yes, now that you mention it. I guess that I haven’t had anything to eat or drink for nearly two days. Ever since the dragon snatched me from the ballista tower.”
“It is important that you tell me of your ordeal. All of it, in so far as you can remember.”
“Yes, of course. And I can remember it all clearly.”
“But wait, you must tell it all in front the governor, so it won’t lose anything in its retailing.” He grabbed the man by the arm and took him quickly to the large doors of the white granite building. Ignoring the startled guards at the door he cast a spell which pushed the doors open with a slam that could be heard in the street. Without breaking stride he continued into the large foyer. He turned and started to toward the assembly hall when a guard stepped in front of him. Before the paladin could push him aside, the guard pointed to the descending staircase to his left. “He is in the dining hall,” he said with a grin. Sir Gleamheart smiled in return and turned to proceed down the wide stairs and then along a short corridor with doors to either side to arrive in front of another pair of ornately carved doors. He had ran and played in the corridors of this mansion as a child and knew every alcove and secret passageway. From beyond the doors to the dining hall he could hear music playing. It was a song he remembered from his youth. He stopped and waited for the song to end. The sweet sound of a child singing to the strings of a high strung lute.
He opened the doors to see that the lute player was a young boy astride a pure white buck which was being led by a fair hared girl. She led the buck out a near side door as all eyes turned to the intruders.
As soon as he recognized who it was, the Governor called out to him from the far end of the room, “Olorry!” Then with a wave for him to come on in he corrected himself, “Sir Gleamheart! You and your guest come join us. We were just finishing our meal, but I’ll have them return with soup and mead.”
Governor Tamas Patrick had bright turquoise eyes that could be seen clearly from across the large room. His complexion seemed somewhat paler than the paladin remembered but his wavy brown hair was pinned back as was his custom from as far back as Olorry Gleamheart could remember. He was a tall man, but was now somewhat stoop shouldered. His was wearing a suit of leather armor in gray and copper. The great hall was lit only by clusters of candle chandeliers rendering it rather dark. All of the main rooms of the mansion were built underground for fear of dragon attacks. This was a rectangular room three times as long as it was wide. The governor sat at the head table. There were tables to the left and to the right. With the central area for entertainment and for the servants to access the tables. Although the room could easily seat 50 or more guests, there were less than 20 seated here now. There were various land owners, money lenders, high ranking military men, guild masters, the harbor master, and other nobles and knights. Many of the faces were familiar to Glemheart, but none more familiar than Gauwalt Byne, the old wizard sitting to the mayor’s right.
Pushing the suddenly timid guard forward, Gleamheart said, “Governor Patrick, I came to discuss the dragon hunt, but first this man has some valuable information to share.”
The room grew quiet and the guard looked nervously around. He then stood tall and straight. “My name is Quaintus Northant, second paviser, third armored company, blue division of the city watch. On the night of the dragon attack I was stationed on the ballista tower on the corner of Rosemont Street and the Warfe Road.” Looking back at the paladin seamed to give him courage to continue. “The fog was so thick we couldn’t see even as far as the next tower over. The first notion we had that the city was under attack was the screaming. And then we saw a flash of fire in the distance. We manned the ballista but couldn’t see no target. Then there was a dark shape coming down and the dragon grabbed me up. His scaly foot, it was like a crow’s claw, only big, you know? It was near as big as me and it crushed the breath out of me. It flew away with me. I tell you, I have never been so scared. I don’t know if I was more scared of being crushed to death, or of being dropped. I had no way of knowing where we were, or how high we were flying because of the fog.”
Looking around at all the eyes watching him, he swallowed hard and continued, “Finally he flew far enough away that he was out of the fog and I could see how high in the air we were. I held on tight and closed my eyes. A couple of minutes later he landed. I could see that we were near the coast, many miles north of here. He must have cast some kind of spell on me because all of a sudden I wasn’t afraid any more. It was like he was the greatest creature in the world and I was his best friend. I mean, he isn’t really my friend. I was under a spell and I just thought he was. You have to understand that I wouldn’t do anything to help Abraxas. I swore an oath to defend Rockport from dragon attack and I take that oath seriously.”
Governor Patrick assured him, “I understand, my boy. You are not in trouble. Please continue.”
“Well. He asked me a lot of questions about the expedition that was being organized to come after him.” Turning to Sir Gleamheart he said, “I am sorry, but I told him everything that I knew. After I told him where the wagons were being kept, he instructed me to return to town and slay you. Failing that I was to give you a message. Then he flew back towards Rockport. That was the last time I saw him. I started walking. I didn’t stop until I found you. You know the rest.”
Gleamheart asked, “The message, what was it?”
“Please don’t hold this against me. These are not my words, they are his …
“Abraxas, the largest, most fearsome, most deadly, and greatest dragon since Tiamat, supreme lord of all land over which he flies, issues this command to Sir Gleamheart. You shall abandon your ill-conceived expedition. You shall obtain the gem that I seek, and you shall return it to me personally. Do this and I will stop my assault on your towns and villages. Defy me and not only will your entire expedition be utterly destroyed, but I shall start a campaign of fire and destruction such as has never before been seen.”
Gleamheart said, “Did he say what the gem was that he wants me to bring him?”
Quaintus shook his head and said, “No. I got the impression that he thought you knew what gem he was talking about.”
Gleamheart said, “I only wish that I did, and that I had it. Perhaps I could end this whole bloody mess.” Then he pointed to the nearest table and said, “Sit. Eat. Thank you.”
Quaintus went around to the table and quickly set at the nearest spot. Halflings hurried to the table to bring him food and drink. Gleamheart walked up to the head table. “Governor,” he began, “the expedition is in dire need of volunteers.”
Tamas Patrick answered, “I have already encourage all city guards that wished to volunteer. I granted them leave and told them they could keep their share of the treasure. As I recall, you seemed pleased with the response.”
“The attack has changed all of that. Yesterday many of the volunteers withdrew their pledge and returned their shares. More left this morning. It has been reported that some were seen leaving the city and taking their shares with them. Taking into account those that were killed or wounded that we were not able to restore, we are left now with less than one in five of the original number of fighters.”
“I can order more men to volunteer,” the governor replied.
“No,” snapped Gleamheart. “I will not lead men who are forced to fight!”
From the governor’s right Gauwalt Byne spoke up, “Tamas, Olorry, have either of you asked King Veray for help?”
They both turned and stared at the old wizard. This small man in the black cloak and pointed hat that he always wore had been sitting and listening calmly until now.
“King Veray?” asked the governor. “He is sitting on his throne in the Golden City of Wheathorp, a thousand leagues and two mountain ranges away. He wouldn’t be able to get any troops here even if he could be persuaded to part with them.”
The wizard tapped his bony finger on the table, then turned to the governor, “You are always overlooking the power of magic. No, I don’t have the power to move large numbers of people a thousand leagues or more, but the King has more powerful wizards than me at his command, and may have other magical means of transport we are unaware of. All I am saying is that it could do no harm to ask.”
Governor Patrick looked at Sir Glramheart, then turned back to the wizard and said, “I don’t suppose it would do any harm to ask. Can you send him a missive?”
“I took the liberty of preparing this earlier. It needs only your seal,” the wizard said as he handed him a parchment.
The governor looked it over. It eloquently but briefly, described the entire situation. It ended in a formal request for any help in the form of willing fighters that the king could provide. After reading it, he held a stick of red wax in a candle flame to drip the wax onto the document and then pressed his signet ring into the hot wax. While he was doing this, his wizard was clearing the table in front of him and setting a small silver tray there. When the governor handed the document back to him, he placed it on the tray and cast his spell. The document disappeared with a sparkling flicker. “We must now wait for his reply.”
Gleamheart and the governor continued discussing the upcoming quest. Gleamheart said that he had been informed that the wagon makers and ballista maker are requiring coins on the barrelhead and will no longer accept the golden coins for a share of the treasure in payment, and furthermore that it will take at least a week to equip and provision even the small band of volunteers he now had available. The governor gave the paladin an account of the destruction from the attack and what emergency measures are now in place. While they talked the wizard noticed a small transparent globe appear near the center of the room. It floated just above head height and was as elusive as a whiff of pale smoke. No one else saw this magical apparition which the wizard recognized as the receiving eye of a scrying device. As he watched, it winked out of existence and a heartbeat later a black robed man with a long grey beard appeared.
//

D&D 5E – Skyships

Skyships_book_cover

D&D Skyships

Download your free copy here.

This is a complete re-write of the rules I posted in 2012 for version 3.5 (here). In keeping with the feel of 5E, these rules focus on the PCs.

D&D Skyships is a supplement to fifth edition Dungeons & Dragons set in a universe of ships that fly between the worlds and of battles in the air and in space. This is a basic set of rules compatible with Dungeons & Dragons 5E that provide a foundation for taking your D&D adventures into space.

Enjoy!

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D&D 5E – Favorite Race / Class ?

race-class

What is your Favorite PC Race / Class ?

Last October I posted set of pre-made first level character sheets – one each for every Race/Class combination (you can access that post here). I thought it would be interesting to see how many of each have been downloaded. This is very nu-scientific, but I think it is a good indication of winch combinations are the most popular.

Any comments?

human_fighter.pdf 522
elf_ranger.pdf 438
human_paladin.pdf 391
human_cleric.pdf 382
human_ranger.pdf 353
dwarf_cleric.pdf 341
dragonborn_paladin.pdf 325
human_rogue.pdf 324
dwarf_fighter.pdf 313
human_wizard.pdf 310
elf_wizard.pdf 295
human_bard.pdf 293
human_monk.pdf 292
dragonborn_barbarian.pdf 287
halfling_rogue.pdf 282
dragonborn_fighter.pdf 281
elf_rogue.pdf 255
dwarf_barbarian.pdf 254
elf_druid.pdf 251
human_warkock.pdf 244
half-orc_barbarian.pdf 242
human_sorcerer.pdf 211
dwarf_paladin.pdf 194
tiefling_warlock.pdf 190
elf_cleric.pdf 182
human_druid.pdf 176
dragonborn_sorcerer.pdf 174
half-elf_ranger.pdf 174
elf_monk.pdf 165
gnome_wizard.pdf 158
half-elf_bard.pdf 153
elf_fighter.pdf 153
elf_sorcerer.pdf 151
dragonborn_warlock.pdf 142
elf_warlock.pdf 141
elf_bard.pdf 139
dwarf_ranger.pdf 138
dragonborn_monk.pdf 138
halfling_bard.pdf 137
tiefling_rogue.pdf 136
elf-sheet-front.pdf 136
human-sheet-front.pdf 135
dragonborn_cleric.pdf 135
half-orc_fighter.pdf 126
half-elf_rogue.pdf 125
dragonborn_wizard.pdf 124
gnome_rogue.pdf 123
elf_barbarian.pdf 122
elf_paladin.pdf 119
dragonborn_druid.pdf 118
dragonborn_ranger.pdf 116
halfling_barbarian.pdf 112
half-elf_warlock.pdf 107
dragonborn_rogue.pdf 106
gnome_barbarian.pdf 105
tiefling_sorcerer.pdf 105
dwarf_monk.pdf 104
half-elf_sorcerer.pdf 102
dwarf_rogue.pdf 101
dwarf_bard.pdf 99
dwarf_wizard.pdf 99
half-elf_cleric.pdf 99
dragonborn_bard.pdf 99
halfling_ranger.pdf 97
half-elf_paladin.pdf 96
half-orc-sheet-front.pdf 96
gnome_warlock.pdf 96
half-elf_druid.pdf 95
half-elf-sheet-front.pdf 95
gnome_sorcerer.pdf 93
dwarf_druid.pdf 93
human-sheet-back.pdf 92
gnome_druid.pdf 91
dwarf_warkock.pdf 91
halfling_cleric.pdf 90
half-elf_wizard.pdf 90
tiefling_bard.pdf 89
halfling_monk.pdf 87
gnome_bard.pdf 86
gnome_cleric.pdf 86
gnome_ranger.pdf 86
tiefling_druid.pdf 85
tiefling_barbarian.pdf 84
tiefling_paladin.pdf 84
dwarf_sorcerer.pdf 81
gnome_monk.pdf 80
halfling_fighter.pdf 75
tiefling_wizard.pdf 75
halfling_wizard.pdf 74
halfling_paladin.pdf 74
halfling_druid.pdf 74
half-orc_paladin.pdf 74
half-elf_monk.pdf 72
tiefling_monk.pdf 72
halfling_warlock.pdf 72
half-elf_fighter.pdf 70
tiefling_cleric.pdf 70
halfling_sorcerer.pdf 67
gnome_paladin.pdf 66
tiefling_fighter.pdf 65
gnome_fighter.pdf 63
half-orc_ranger.pdf 63
tiefling_ranger.pdf 62
half-orc_rogue.pdf 62
half-orc_wizard.pdf 56
half-elf_barbarian.pdf 53
half-orc_monk.pdf 53
half-orc_cleric.pdf 53
half-orc_warlock.pdf 52
half-orc_druid.pdf 50
half-orc_bard.pdf 48
half-orc_sorcerer.pdf 45

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D&D 5E – Nautical Adventures

Ship-Book_Cover

Rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.

You can download a free copy here: 5E_Nautical_Adventures.pdf

This is a complete re-write of the Ship to Ship Combat rules I published before (3.5 version here).

In keeping with the spirit of 5e, this  is  not  about  conducting  massive  sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. Rather this is about what the PCs can do with ships. Ship-to-ship  battles  do  take  up  the  majority  of  the  pages here, but the battles are from the point of view of the player  characters  on  board  their  ship.  Care  has  been taken to assure each payer has something to contribute each round of ship-to-ship combat. Each player controls one of their ship’s officers. That officer can be his or her PC  or  it  may  be  an  NPC  and  he  has  several  actions available to him that are specific to that officer.

I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles”  (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.)
I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.

A special thanks to Shawn at http://tribality.com/ for his series on Naval Combat for D&D 5th edition. He got me to thinking seriously about how to keep all of the players involved in naval combat.

D&D 5E – Drowning

Drowning

I haven’t posted here in a while. I have been working on 5E Ship-to-Ship combat rules. They will be finished soon. In the mean time here is part that may be of general interest.

Drowning Rules for D&D 5E

Falling Off the Ship

Rough water adds 5 to all the following DCs except for checks made when more than 5 feet under the surface. Flotsam or other floating items grant advantage to checks  to stay afloat.

The Fall

This can be hazardous to your health. If you fall overboard you will splash down 1d6+5 feet from your ship. If you are pushed overboard you will fall 2d6+5 feet from your ship. If you jump or dive into the water you can enter the water at any point up to the maximum distance you can jump (refer to the Jumping rules in the Player’s Handbook). If you fall or are pushed overboard, you must succeed on a DC 10 Dexterity (Acrobatics) check to enter the water without damage. Otherwise you receive 1d6 hit points damage from the fall.

Swimming

Each foot you swim cost you one extra foot of speed. If you are within 5 feet of a moving ship (or one that has been involved in a ramming or grappling maneuver), you must make as DC 10 Strength (Athletics) check. Failure means that you cannot move this round, you are using all of your strength to simply keep your head above the waves. Once you reach the ship, you must make as DC 15 Strength (Athletics) check to climb back onto the ship. Failure results in you falling back into the water.

Underwater

You can swim underwater as long as you can hold your breath (see “Drowning” below). Your underwater swimming speed is the same as your surface swimming speed. You can swim straight down at half that speed. You can swim straight down at 15 feet per round if holding the equivalent of medium armor, or 25 feet per round if holding the equivalent of heavy armor. If unencumbered, you can swim straight up at 20 feet per round.

Armor

In general, heavy armor is not terribly common on ships. The weight tends to be the most prohibitive factor – falling overboard in 65-pound full plate normally results in death. Occasionally, combat Infantry will don light or medium armor for a battle, but most of the time sailors go unarmored. A lucky few (usually the PCs and important NPCs) have magic items that improve their AC, but most sailors rely on their natural Dexterity.

Light Armor

Attempting to swim while wearing light armor requires that you make a DC 10 Strength (Athletics) check each round. Failure means you have a speed of 0 as you go under water for that round and loose one carried item, shield or weapon (your choice as to what you drop).

If you choose to remove your armor after entering the water, it will take one minute (10 rounds). A successful DC 15 Dexterity (Acrobatics) check will cut that time in half. During this time you cannot swim or take any other actions. You make a DC 10 Dexterity (Acrobatics) check each round. Each round that you succeed you keep your head above water and counts as one round of the rounds required to remove your armor. Failure means that you went under water this round and made no headway in removing your armor. After 3 failures you receive one level of exhaustion.

Medium Armor

You can attempt to swim while wearing medium armor, but you must make DC 15 Strength (Athletics) check each round. On a success, if you are on the surface at the beginning of the round, you stay on the surface. Each foot you swim cost you two extra feet of speed and you can take no other actions besides shouting and stowing a weapon. A failed check means you sink 10 feet and lose any still-carried shields or weapons. On the round following a failed check you are under water. After that, on a successful check  you can swim toward the surface at a rate of 15 feet per round. On failure you sink another 10 feet.

You can attempt to remove your armor, but you will be sinking at a rate of 10 feet per round during this time. It normally takes 1 minute (10 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) check will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.

Heavy Armor

You cannot swim while wearing heavy armor, giving you an effective speed of 0. Whenever you are in water, you lose any carried shields and weapons and begin to sink. You make a DC 25 Strength (Athletics) check each round. Success keeps your head above water, or if you start the round under water you can swim 15 feet toward the surface. You can take no other actions. A failed check means you sink another 20 feet.

You can attempt to remove your armor, but you will be sinking at a rate of 20 feet per round during this time. It normally takes 5 minutes (50 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) check will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.

Drowning

After 1+(con bonus) minutes of holding your breath underwater you fall unconscious, your hit points fall to 0, and you can then survive for a number of rounds equal to your Constitution modifier (minimum 1 round). After that, you begin making your death saving throws as per the standard rules. However, if you become stable there is a problem. If you are still under water you can’t remain stable. So you must start making death saving throws again. This continues until you die unless you are saved in some way.

D&D 5E – Character Sheet Fixed

DogsPlayingDnD

Corrected D&D 5E Auto-fill Character Sheet now available

You can download it here 5-0-character-sheet-rrh-fillable-rev4d.pdf

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.