Adventurers at Any Other Size
In the core rules, a player has a choice of a Medium or
Small-sized character, but the decision is relatively inconsequential,
save for a few considerations to mobility and
equipment use. When the player’s selection is broadened
to Tiny and Large, the choice is more impactful.
Tiny adventurers use unique mobility options to keep
themselves safe from being crushed. They position themselves
precisely, targeting weak points to accommodate
for lack of power. Large adventurers are tough enough to
take on the dangers they can’t avoid and strong enough to
manipulate the environment around them to avoid harm.
It’s no small task, but it’s no big problem, either!
Special Size Rules
The character options within this article represent a character’s
size by adding additional traits or adjusting existing
ones (such as their movement speed). When these
character options tell you to increase or decrease a die’s
size by one step, change the feature’s normal die to the
next die size.
Increased die sizes use the following progression: d3,
d4, d6, d8, d10, d12, 2d6. For example, if a character’s
Hit Die is usually a d12, and you need to increase it by
one step, it becomes 2d6. Treat the 2d6 as one die; a creature
with a Hit Die of 2d6 rolls both dice when expending
one Hit Die. If your Hit Die changes to 2d6 and, instead
of rolling when you gain a level, you want to use a fixed
value to determine your hit point maximum, the fixed value
for a 2d6 Hit Die is 8 + your Constitution modifier.
Decreased die sizes use the following progression: d12,
d10, d8, d6, d4, d3. If a feature’s die size decreases, and
that feature usually requires rolling more than one die,
continue using that same number of dice. For example,
if a weapon usually deals 2d6 damage, but its die size decreases
by one step, it decreases to 2d4 damage, not 1d12.
Tiny Characters
The following traits apply to all Tiny player characters.
Equipment. You can’t use equipment made for creatures
larger than you by normal means.
Hit Dice. Your Hit Die decreases by one step.
Lilliputian (li-luh-PYOO-shn). You can move through
and stay in the same space as another creature. You gain
half cover while in an allied creature’s space.
Any weapon damage dice you roll decrease one step.
This doesn’t include bonus dice from class features, such
as Sneak Attack, or special traits.
Repurposed Gear. You can repurpose small objects to
replicate larger weapons and items. This includes small
gear meant to be used differently, such as a sewing needle
for a rapier, or a chisel for an axe. If you replicate a weapon
that has the heavy property, it loses that property.
You also gain proficiency with improvised weapons,
and can use them as if they had the finesse property.
Small Flourishes
Tiny-sized adventurers can utilize their size to stay in the fray while out of harm’s way. They can easily fit into
most nooks and crannies, providing them with many more locations to hide or take cover in. This also allows
them access to areas others can’t reach fully equipped with their unassuming makeshift gear at the ready.
Consider treating Medium-sized and larger creatures as if they were moving terrain and mounts for Tiny-sized
adventurers. Staying in an ally’s space provides protection, while entering an enemy’s is the hallmark of adventure!
Tiny heroes swing from the shoulders of giants to gain the high ground or infiltrate an enemy hideout by hitching
a secret ride in a belt pouch.
Large Characters
The following traits apply to all Large player characters.
Armor. You can’t wear armor made for creatures smaller
than you by normal means.
Hit Dice. Your Hit Die increases by one step.
Brobdingnagian (brob-din-NA-gee-uhn). You can move
through and stay in the space of any creature that is two
or more size categories smaller than you.
The area of effect for your features, traits, the properties
of magic items you wield, and spells you cast that have a
range of self is reduced by 5 feet in all dimensions (to a
minimum of 5 feet).
Availing Arms. You can wield a two-handed melee
weapon in one hand, and when you wield a weapon with
the versatile property in one hand, you use the larger die
for damage rolls. While wielding either of these weapons,
you can’t wield another one at the same time.
Big Considerations
Large-sized adventurers deal with large-sized problems.
While squeezing into a 5-foot space, a Large
creature has disadvantage on attack rolls and Dexterity
saving throws, has to spend twice as much
movement speed to progress, and attack rolls
against them have advantage. Even when out in the
open, they can be surrounded by several more enemies
than their Medium-sized compatriots if they
aren’t careful.
It also takes a lot more surface area to cover a
larger creature. As a guideline, if something grants
three-quarters cover to a Small or Medium-sized
creature, it only grants half cover for a Large one.
Similarly, something that grants half cover to a
Small or Medium-sized creature grants no cover to
a Large one.
Sizable Equipment
Tiny and Large adventurers have different needs when it
comes to armor, weapons, and assorted gear. Here are several
suggestions to handle equipment:
• All starting equipment is made for the character’s size.
• Smiths, armorers, and artisan spellcasters can modify
the size of gear with a single day’s work. Increasing the
size requires more materials, while decreasing the size
requires more intricate work. Modifications usually
have an additional cost equal to half the original price
of the equipment.
• Magical items resize to accommodate the wielder.
• Characters have disadvantage on attack rolls made with
weapons sized for enemy creatures Large-sized and
larger, unless they are of a size category larger than the
intended wielder.
Comments