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Brewing Potions of Healing. Potions of healing fall CR IM E COMPLICATIONS
into a s pecia l category for item crafting, sepa rate from
d8 Complication
other magic items. A character who has proficiency with
A bounty equal to your earnings is offered for infor-
the herbalism kit can create these potions. The times
and costs for doing so are summa rized on the Potion of mation about your crime.*
Healing Creation table. 2 An unknown person contacts you, threatening to
reveal your crime if you do n't render a service.*
POT IO N O F HEALI N G CREATION 3 Your victim is financially ruined by you r crime.
Type Time Cost 4 Someone who knows of you r crime has been ar-
Healing 1 day 25 gp rested on an unrelated matter.>'•
Greater healing 1 workweek 100 gp S Your loot is a single, easily identified item that you
Superior healing 3 workweeks 1,000 gp can't fence in this region.
6 You robbed someone who was unde r a local crime
Supreme healing 4 workweeks 10,000 gp
lord 's protection, and who now wants revenge.
C RIME 7 Your victim calls in a favor from a guard, doubling
S ometimes it pays to be bad. This activity gives a char- the efforts to solve the case.
acter the chance to make some extra cash, at the risk 8 Your victim asks one of your adventuring compan-
of arrest. ions to solve the crime.
Resources. A character must s pend one week and at
*Might involve a rival
least 25 gp gathering information on potential targets
before committing the intended crime. GAMBLI NG
Resolution. The character must make a series of
Games of cha nce a re a way to ma ke a fortune- and per-
checks, with the DC for all the checks chosen by the
haps a better way to Jose one.
cha racter according to the amount of profit sought from Resources. This activity requires one workweek of ef-
the crime. fort plus a stake of at least 10 gp, to a maximum of 1,000
The chosen DC can be 10, 15, 20, or 25. Successful
gp or more, as you see fit.
completion of the crime yields a number of gold pieces,
R esolution. The cha racter must ma ke a series of
as s hown on the Loot Value table.
checks, with a DC determined at ra ndom based on the
To attempt a crime, the character makes three checks: quality of the competition that the character runs into.
Dexterity (Stealth), Dexterity using thieves' tools, and
Par t of the risk of gambling is that one never knows who
the player's choice of Intelligence (Investigation), Wis-
might end up sitting across the table.
dom (Perception), or Cha risma (Deception). The cha racter makes three checks: Wisdom (Insight),
If none of the checks are successful, the cha racter is Cha risma (Deception), and Charisma (Intimidation).
caught and jailed. The character must pay a fine equal to
If the character has proficiency with a n appropriate
the profit the crime would have earned and must s pend
gaming set, that tool proficiency can replace the rele-
one week in jail for each 25 gp of the fine.
vant skill in any of the checks. The DC for each of the
If only one check is successfu l, the heist fails but the checks is 5 + 2d10; generate a separate DC for each
character escapes.
one. Cons ult the Gambling Results table to see how the
If two checks are s uccessful, the heist is a partial s uc-
character did.
cess, netting the character half the payout.
If all three checks are successful, the character earns GAMBLING RESULTS
the full value of the loot.
Result Value
L OOT V AL UE 0 successes Lose all the money you bet, and accrue a
debt equal to that amount.
DC Value
1 success L ose ha lf the money you bet.
10 SO gp, robbery of a struggling merchant
2 successes Gain the amount you bet plus half again
1 S 100 gp, robbery of a prosperous merchant
more.
20 200 gp, robbery of a noble
3 successes Gain double the amount you bet.
25 1,000 gp, robbery of one of the richest figures in town
Complications. Gambling tends to attract unsavory
Complications. A life of crime is filled with complica-
individuals. The potential complications involved come
tions. Roll on the Crime Complications table (or create
from run-ins with the law and associations with various
a complication of your own) if the character s ucceeds
criminals tied to the activity. Every workweek spent
on only one check. If the character's rival is involved in
gambling brings a 10 percent chance of a complication,
crime or Jaw enforcement, a complication ens ues if the
examples of which a re on the Gambling Complica-
character s ucceeds on only two checks.
tions table.
CHAPTER 2 I DUNGEON MASTER"S TOOLS

