D&D 5e Tiny Player Character Rules

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Tiny weapons deal less damage and have other restrictions. Armor and equipment costs half as much but weighs one-tenth as much for Tiny creatures.

A Tiny creature's carrying capacity is lower but they can push or drag more due to their smaller size.

Tiny creatures need significantly less food and water each day but face exhaustion more quickly if they do not meet their minimum needs.

Equipment

Starting Equipment
You may replace any equipment granted by your class or background with its Tiny version.
Proficiencies
When you gain proficiency with a weapon you are also proficient with its Tiny version.
Weapons
When Tiny player races use weapons made for Medium creatures the weapons’ properties are
modified in the following ways:
 Any one-handed weapon that isn’t a dagger, dart, or sling must be wielded in two hands.
 Finesse weapons do not allow you to use your Dexterity modifier for the attack and damage
rolls, unless the weapon also has the light property.
 Heavy weapons cannot be wielded at all.
 Light weapons other than daggers cannot be used for two-weapon fighting.
 Thrown daggers require two hands to throw, otherwise they have disadvantage on attack
rolls and cannot be thrown their beyond normal range.
 Two-handed weapons impose disadvantage on attack rolls.
 Versatile weapons must be wielded in two hands, and deal their basic damage rather than
their versatile damage.

Weapons made for Tiny creatures costs 1/2 the standard price and weighs 1/10 the standard weight.
Tiny weapons with the reach property add 2.5 feet to your reach when you attack with them.
Tiny weapons have their Medium Weapon 1 1d4 1d6 1d8 1d10 1d12 2d6
damage modified accordingly: Tiny Weapon – 1d2 1d3 1d4 1d6 1d8 1d8
An improvised weapon for a Tiny creature that is not treated as a Tiny weapon deals 1d2 damage.
Armour
Armour made for Tiny creatures costs 1/2 the standard price and weighs 1/10 the standard weight.

Food and Water


Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food
or water can't be removed until the character eats and drinks the full required amount.
Food
A Tiny character needs a 1/4 pound of food per day and can make food last longer by subsisting on
half rations. Eating 1/8 a pound of food in a day counts as half a day without food.
A character can go without food for a number of days equal to 3 + his or her Constitution modifier
(minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of
exhaustion.
A normal day of eating resets the count of days without food to zero.
Water
A Tiny character needs a 1/4 gallon of water per day, or a 1/2 gallon per day if the weather is hot. A
character that drinks only half their water requirements must succeed on a DC 15 Constitution
saving throw or suffer one level of exhaustion at the end of the day. A character with access to even
less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either
case.
Lifting and Carrying
Your Strength score determines the amount of weight you can bear. The following terms define
what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15 and divided by 2.
This is the weight (in pounds) that you can carry, which is high enough that most characters don't
usually have to worry about it.
Push, Drag, and Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity
(or 15 times your Strength score). While pushing or dragging weight in excess of your carrying
capacity, your speed drops to 5 feet.

Moving Around Other Creatures


You can move through a nonhostile creature's space. In contrast, you can move through a hostile
creature's space only if the creature is Medium or larger. Remember that another creature's space is
difficult terrain for you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space. If you
leave a hostile creature's reach during your move, you provoke an opportunity attack.

Space
A creature's space is the area in feet that it effectively controls in combat, not an expression of its
physical dimensions. A typical Tiny creature isn't 2.5 feet wide, for example, but it does control a
space that wide. If a Tiny pixie stands in a 2.5-foot-wide tunnel, other creatures can't get through
unless the pixie lets them.
A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to
the number of creatures that can surround another creature in combat. Assuming Medium
combatants, eight creatures can fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature. If five Large
creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as
many as twelve Tiny creatures can surround a Medium one.

Squeezing Into a Smaller Space


A Tiny character can squeeze through a space that’s only 1 foot wide. While squeezing through a
space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on
attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in
the smaller space.

Mounted Combat
A willing creature that is Small or larger and that has an appropriate anatomy can serve as a mount.

Grappling
The target of your grapple must be no more than one size larger than you, and it must be within
your reach.
Climb Onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium
creature has little chance of making a successful grapple against a Huge or Gargantuan creature,
however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping
onto its back or clinging to a limb. After making any ability checks necessary to get into position and
onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or
Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the
contest, the smaller creature successfully moves into the target creature's space and clings to its
body. While in the target's space, the smaller creature moves with the target and has advantage on
attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as
difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller
creature's location, and is left to your discretion. The larger creature can dislodge the smaller
creature as an action–knocking it off, scraping it against a wall, or grabbing and throwing it–by
making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or
Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

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