HUGE update; all docs fully remastered!

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B.A. Umberger 2019-11-04 02:03:14 -06:00
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#### Downloads #### Downloads
* View the remastered [SRD v5.1 raw data in Mardown format (full compilation)](https://raw.githubusercontent.com/Umbyology/OGL-SRD5/master/D%26D%205E%20SRD%20v5.1%20Full%20Compile%20(10-08-19).md). * View the remastered [SRD v5.1 raw data in Mardown format (full compilation)]().
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip). * Download the remastered [SRD v5.1 in Markdown format (full compilation)]().
* Download the remastered [SRD v5.1 in DOCX format (full compilation)](https://github.com/Umbyology/OGL-SRD5/tree/master/exported%20formats/docx). * Download the remastered [SRD v5.1 in DOCX format (full compilation)](https://github.com/Umbyology/OGL-SRD5/tree/master/formats/docx).
* Download the official [SRD v5.1 in PDF format](http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf) * Download the official [SRD v5.1 in PDF format](http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf)
* Download the official [Errata and FREE Basic Rules](http://dnd.wizards.com/articles/features/basicrules). * Download the official [Errata and FREE Basic Rules](http://dnd.wizards.com/articles/features/basicrules).
* Download the official [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets). * Download the official [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).

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@ -3,7 +3,7 @@ title: Introduction
media_order: DnD_Logo.png,DnD_PHB.jpg,DnD_DMG.jpg,DnD_MM.jpg,DnD_Starter_Art.jpg,D&D SRD5 Remastered.png media_order: DnD_Logo.png,DnD_PHB.jpg,DnD_DMG.jpg,DnD_MM.jpg,DnD_Starter_Art.jpg,D&D SRD5 Remastered.png
--- ---
[center]Updated: [October 29th, 2019](https://ogl-srd5.com/changelog#october29th2019)[/center] [center]Updated: [November 4th, 2019](https://ogl-srd5.com/changelog#october29th2019)[/center]
![D&D SRD5 Remastered](D&D_SRD5_Remastered.png) ![D&D SRD5 Remastered](D&D_SRD5_Remastered.png)
@ -25,9 +25,9 @@ media_order: DnD_Logo.png,DnD_PHB.jpg,DnD_DMG.jpg,DnD_MM.jpg,DnD_Starter_Art.jpg
#### Downloads #### Downloads
* View the remastered [SRD v5.1 raw data in Mardown format (full compilation)](https://raw.githubusercontent.com/Umbyology/OGL-SRD5/master/D%26D%205E%20SRD%20v5.1%20Full%20Compile%20(10-08-19).md). * View the remastered [SRD v5.1 raw data in Mardown format (full compilation)]().
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip). * Download the remastered [SRD v5.1 in Markdown format (full compilation)]().
* Download the remastered [SRD v5.1 in DOCX format (full compilation)](https://github.com/Umbyology/OGL-SRD5/tree/master/exported%20formats/docx). * Download the remastered [SRD v5.1 in DOCX format (full compilation)](https://github.com/Umbyology/OGL-SRD5/tree/master/formats/docx).
* Download the official [SRD v5.1 in PDF format](http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf) * Download the official [SRD v5.1 in PDF format](http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf)
* Download the official [Errata and FREE Basic Rules](http://dnd.wizards.com/articles/features/basicrules). * Download the official [Errata and FREE Basic Rules](http://dnd.wizards.com/articles/features/basicrules).
* Download the official [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets). * Download the official [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).

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## To Do ## To Do
- [ ] Adjust header-styles in DOCX versions.
- [ ] Create EPUB versions.
- [ ] Customize the [custom Google search](https://cse.google.com/cse?cx=001286843246981938841:_5jzoxwanvq) page or better integrate it with the site. - [ ] Customize the [custom Google search](https://cse.google.com/cse?cx=001286843246981938841:_5jzoxwanvq) page or better integrate it with the site.
- [ ] Link [spell lists](https://ogl-srd5.com/spellcasting) with thier respective spells. - [ ] Link [spell lists](https://ogl-srd5.com/spellcasting) with thier respective spells.
**[Submit an issue or suggestion](https://github.com/Umbyology/OGL-SRD5/issues)** **[Submit an issue or suggestion](https://github.com/Umbyology/OGL-SRD5/issues)**
## November 4th, 2019
- [x] Completely remastered ALL Markdown and DOCX documents from scratch!
- [x] Create BETA documents in Apple Pages and EPUB (needs more editing).
- [x] Basic styling added to extended formats.
- [x] Fixed many, many formatting and style errors.
## October 29th, 2019 ## October 29th, 2019
- [x] Adjust SRD and all extended document formats for DMG, MM and PH Errata (Nov 2018) from [Wizards](https://dnd.wizards.com/articles/sage-advice/errata-november-2018). Not an official Wizard's SRD update, but it needed to be done. - [x] Adjust SRD and all extended document formats for DMG, MM and PH Errata (Nov 2018) from [Wizards](https://dnd.wizards.com/articles/sage-advice/errata-november-2018). Not an official Wizard's SRD update, but it needed to be done.

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title: Legal Information title: Legal Information
--- ---
Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. # Licensing
Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Players Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanarri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as follows: The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a ### OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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---
title: Beyond 1st Level
---
[TOC]
# Beyond 1st Level
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1). to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.
**Table** **1 - Character Advancement**
| **Experience Points** | **Level** | **Proficiency Bonus** |
| --------------------- | --------- | --------------------- |
| 0 | 1 | +2 |
| 300 | 2 | +2 |
| 900 | 3 | +2 |
| 2,700 | 4 | +2 |
| 6,500 | 5 | +3 |
| 14,000 | 6 | +3 |
| 23,000 | 7 | +3 |
| 34,000 | 8 | +3 |
| 48,000 | 9 | +4 |
| 64,000 | 10 | +4 |
| 85,000 | 11 | +4 |
| 100,000 | 12 | +4 |
| 120,000 | 13 | +5 |
| 140,000 | 14 | +5 |
| 165,000 | 15 | +5 |
| 195,000 | 16 | +5 |
| 225,000 | 17 | +6 |
| 265,000 | 18 | +6 |
| 305,000 | 19 | +6 |
| 355,000 | 20 | +6 |

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@ -4,186 +4,186 @@ title: Races
[TOC] [TOC]
#### Racial Traits ## Racial Traits
The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.
##### Ability Score Increase ### Ability Score Increase
Every race increases one or more of a characters ability scores. Every race increases one or more of a character's ability scores.
##### Age ### Age
The age entry notes the age when a member of the race is considered an adult, as well as the races expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.
##### Alignment ### Alignment
Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.
##### Size ### Size
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in “Equipment.” Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in "Equipment."
##### Speed ### Speed
Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”). Your speed determines how far you can move when traveling ("Adventuring") and fighting ("Combat").
##### Languages ### Languages
By virtue of your race, your character can speak, read, and write certain languages. By virtue of your race, your character can speak, read, and write certain languages.
##### Subraces ### Subraces
Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.
### Dwarf # Dwarf
#### Dwarf Traits ## Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
**_Ability Score Increase_**. Your Constitution score increases by 2. ***Ability Score Increase***. Your Constitution score increases by 2.
**_Age_**. Dwarves mature at the same rate as humans, but theyre considered young until they reach the age of 50. On average, they live about 350 years. ***Age***. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
**_Alignment_**. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. ***Alignment***. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
**_Size_**. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. ***Size***. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
**_Speed_**. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. ***Speed***. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Dwarven Resilience_**. You have advantage on saving throws against poison, and you have resistance against poison damage. ***Dwarven Resilience***. You have advantage on saving throws against poison, and you have resistance against poison damage.
**_Dwarven Combat Training_**. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. ***Dwarven Combat Training***. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
**_Tool Proficiency_**. You gain proficiency with the artisans tools of your choice: smiths tools, brewers supplies, or masons tools. ***Tool Proficiency***. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
**_Stonecunning_**. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Stonecunning***. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
**_Languages_**. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ***Languages***. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
#### Hill Dwarf ### Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
**_Ability Score Increase_**. Your Wisdom score increases by 1. ***Ability Score Increase***. Your Wisdom score increases by 1.
**_Dwarven Toughness_**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Dwarven Toughness***. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
### Elf # Elf
#### Elf Traits ## Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
**_Ability Score Increase_**. Your Dexterity score increases by 2. ***Ability Score Increase***. Your Dexterity score increases by 2.
**_Age_**. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. ***Age***. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
**_Alignment_**. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. ***Alignment***. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.
**_Size_**. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. ***Size***. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. ***Speed***. Your base walking speed is 30 feet.
**_Darkvision_**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Keen Senses_**. You have proficiency in the Perception skill. ***Keen Senses***. You have proficiency in the Perception skill.
**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic cant put you to sleep. ***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
**_Trance_**. Elves dont need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. ***Trance***. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
**_Languages_**. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. ***Languages***. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
#### High Elf ### High Elf
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.
**_Ability Score Increase_**. Your Intelligence score increases by 1. ***Ability Score Increase***. Your Intelligence score increases by 1.
**_Elf Weapon Training_**. You have proficiency with the longsword, shortsword, shortbow, and longbow. ***Elf Weapon Training***. You have proficiency with the longsword, shortsword, shortbow, and longbow.
**_Cantrip_**. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. ***Cantrip***. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
**_Extra Language_**. You can speak, read, and write one extra language of your choice. ***Extra Language***. You can speak, read, and write one extra language of your choice.
### Halfling # Halfling
#### Halfling Traits ## Halfling Traits
Your halfling character has a number of traits in common with all other halflings. Your halfling character has a number of traits in common with all other halflings.
**_Ability Score Increase_**. Your Dexterity score increases by 2. ***Ability Score Increase***. Your Dexterity score increases by 2.
**_Age_**. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. ***Age***. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
**_Alignment_**. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. ***Alignment***. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
**_Size_**. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. ***Size***. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
**_Speed_**. Your base walking speed is 25 feet. ***Speed***. Your base walking speed is 25 feet.
**_Lucky_**. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ***Lucky***. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
**_Brave_**. You have advantage on saving throws against being frightened. ***Brave***. You have advantage on saving throws against being frightened.
**_Halfling Nimbleness_**. You can move through the space of any creature that is of a size larger than yours. ***Halfling Nimbleness***. You can move through the space of any creature that is of a size larger than yours.
**_Languages_**. You can speak, read, and write Common and Halfling. The Halfling language isnt secret, but halflings are loath to share it with others. They write very little, so they dont have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. ***Languages***. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
#### Lightfoot ### Lightfoot
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. Youre inclined to be affable and get along well with others. As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others.
Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.
**_Ability Score Increase_**. Your Charisma score increases by 1. ***Ability Score Increase***. Your Charisma score increases by 1.
**_Naturally Stealthy_**. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ***Naturally Stealthy***. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
### Human # Human
#### Human Traits ## Human Traits
Its hard to make generalizations about humans, but your human character has these traits. It's hard to make generalizations about humans, but your human character has these traits.
**_Ability Score Increase_**. Your ability scores each increase by 1. ***Ability Score Increase***. Your ability scores each increase by 1.
**_Age_**. Humans reach adulthood in their late teens and live less than a century. ***Age***. Humans reach adulthood in their late teens and live less than a century.
**_Alignment_**. Humans tend toward no particular alignment. The best and the worst are found among them. ***Alignment***. Humans tend toward no particular alignment. The best and the worst are found among them.
**_Size_**. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. ***Size***. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. **_Languages_**. You can speak, read, and write Common and one extra language of your choice. ***Speed***. Your base walking speed is 30 feet.
Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. ***Languages***. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
### Dragonborn # Dragonborn
#### Dragonborn Traits ## Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn. Your draconic heritage manifests in a variety of traits you share with other dragonborn.
**_Ability Score Increase_**. Your Strength score increases by 2, and your Charisma score increases by 1. ***Ability Score Increase***. Your Strength score increases by 2, and your Charisma score increases by 1.
**_Age_**. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. ***Age***. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
**_Alignment_**. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. ***Alignment***. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.
**_Size_**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. ***Size***. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. ***Speed***. Your base walking speed is 30 feet.
**Draconic Ancestry (table)** **Table** **1 - Dragonborn: Draconic Ancestry**
| Dragon | Damage Type | Breath Weapon | | **Dragon** | **Damage Type** | **Breath Weapon** |
| ------ | ----------- | ---------------------------- | | ---------- | --------------- | ---------------------------- |
| Black | Acid | 5 by 30 ft. line (Dex. save) | | Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) | | Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) | | Brass | Fire | 5 by 30 ft. line (Dex. save) |
@ -195,127 +195,128 @@ Your draconic heritage manifests in a variety of traits you share with other dra
| Silver | Cold | 15 ft. cone (Con. save) | | Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) |
**_Draconic Ancestry_**. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. ***Draconic Ancestry***. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
**_Breath Weapon_**. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. ***Breath Weapon***. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you cant use it again until you complete a short or long rest. After you use your breath weapon, you can't use it again until you complete a short or long rest.
**_Damage Resistance_**. You have resistance to the damage type associated with your draconic ancestry. ***Damage Resistance***. You have resistance to the damage type associated with your draconic ancestry.
**_Languages_**. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ***Languages***. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
### Gnome # Gnome
#### Gnome Traits ## Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes. Your gnome character has certain characteristics in common with all other gnomes.
**_Ability Score Increase_**. Your Intelligence score increases by 2. ***Ability Score Increase***. Your Intelligence score increases by 2.
**_Age_**. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. ***Age***. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
**_Alignment_**. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. ***Alignment***. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
**_Size_**. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. ***Size***. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
**_Speed_**. Your base walking speed is 25 feet. ***Speed***. Your base walking speed is 25 feet.
**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Gnome Cunning_**. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. ***Gnome Cunning***. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
**_Languages_**. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. ***Languages***. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
#### Rock Gnome ### Rock Gnome
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
**_Ability Score Increase_**. Your Constitution score increases by 1. ***Ability Score Increase***. Your Constitution score increases by 1.
**_Artificers Lore_**. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. ***Artificer's Lore***. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
**_Tinker_**. You have proficiency with artisans tools (tinkers tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. ***Tinker***. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options: When you create a device, choose one of the following options:
* _Clockwork Toy_. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. ***Clockwork Toy***. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
* _Fire Starter_. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
* _Music Box_. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the songs end or when it is closed.
### Half-Elf ***Fire Starter***. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
#### Half-Elf Traits ***Music Box***. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
# Half-Elf
## Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves. Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
**_Ability Score Increase_**. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. ***Ability Score Increase***. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
**_Age_**. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. ***Age***. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
**_Alignment_**. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for ***Alignment***. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
followers. They chafe at rules, resent others demands, and sometimes prove unreliable, or at least unpredictable.
**_Size_**. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. ***Size***. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. ***Speed***. Your base walking speed is 30 feet.
**_Darkvision_**. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic cant put you to sleep. ***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
**_Skill Versatility_**. You gain proficiency in two skills of your choice. ***Skill Versatility***. You gain proficiency in two skills of your choice.
**_Languages_**. You can speak, read, and write Common, Elvish, and one extra language of your choice. ***Languages***. You can speak, read, and write Common, Elvish, and one extra language of your choice.
### Half-Orc # Half-Orc
#### Half-Orc Traits ## Half-Orc Traits
Your half-orc character has certain traits deriving from your orc ancestry. Your half-orc character has certain traits deriving from your orc ancestry.
**_Ability Score Increase_**. Your Strength score increases by 2, and your Constitution score increases by 1. ***Ability Score Increase***. Your Strength score increases by 2, and your Constitution score increases by 1.
**_Age_**. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. ***Age***. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
**_Alignment_**. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. ***Alignment***. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
**_Size_**. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. ***Size***. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. ***Speed***. Your base walking speed is 30 feet.
**_Darkvision_**. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Menacing_**. You gain proficiency in the Intimidation skill. ***Menacing***. You gain proficiency in the Intimidation skill.
**_Relentless Endurance_**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cant use this feature again until you finish a long rest. ***Relentless Endurance***. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
**_Savage Attacks_**. When you score a critical hit with a melee weapon attack, you can roll one of the weapons damage dice one additional time and add it to the extra damage of the critical hit. ***Savage Attacks***. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
**_Languages_**. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. ***Languages***. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
### Tiefling # Tiefling
#### Tiefling Traits ## Tiefling Traits
Tieflings share certain racial traits as a result of their infernal descent. Tieflings share certain racial traits as a result of their infernal descent.
**_Ability Score Increase_**. Your Intelligence score increases by 1, and your Charisma score increases by 2. ***Ability Score Increase***. Your Intelligence score increases by 1, and your Charisma score increases by 2.
**_Age_**. Tieflings mature at the same rate as humans but live a few years longer. ***Age***. Tieflings mature at the same rate as humans but live a few years longer.
**_Alignment_**. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. ***Alignment***. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
**_Size_**. Tieflings are about the same size and build as humans. Your size is Medium. ***Size***. Tieflings are about the same size and build as humans. Your size is Medium.
**_Speed_**. Your base walking speed is 30 feet. ***Speed***. Your base walking speed is 30 feet.
**_Darkvision_**. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray. ***Darkvision***. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**_Hellish Resistance_**. You have resistance to fire damage. ***Hellish Resistance***. You have resistance to fire damage.
**_Infernal Legacy_**. You know the _thaumaturgy_ cantrip. When you reach 3rd level, you can cast the _hellish rebuke_ spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the _darkness_ spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ***Infernal Legacy***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
**_Languages_**. You can speak, read, and write Common and Infernal. ***Languages***. You can speak, read, and write Common and Infernal.

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---
title: Beyond 1st Level
---
[TOC]
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You cant increase an ability score above 20. In addition, every characters proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1). to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your characters class description to see what other improvements you gain at each level.
**Character Advancement (table)**
| Experience Points | Level | Proficiency Bonus |
| ----------------- | ----- | ----------------- |
| 0 | 1 | +2 |
| 300 | 2 | +2 |
| 900 | 3 | +2 |
| 2,700 | 4 | +2 |
| 6,500 | 5 | +3 |
| 14,000 | 6 | +3 |
| 23,000 | 7 | +3 |
| 34,000 | 8 | +3 |
| 48,000 | 9 | +4 |
| 64,000 | 10 | +4 |
| 85,000 | 11 | +4 |
| 100,000 | 12 | +4 |
| 120,000 | 13 | +5 |
| 140,000 | 14 | +5 |
| 165,000 | 15 | +5 |
| 195,000 | 16 | +5 |
| 225,000 | 17 | +6 |
| 265,000 | 18 | +6 |
| 305,000 | 19 | +6 |
| 355,000 | 20 | +6 |
### Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, youre a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, youll sacrifice some focus in exchange for versatility.
#### Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.
**Multiclassing Prerequisites (table)**
| Class | Ability Score Minimum |
| --------- | --------------------------- |
| Barbarian | Strength 13 |
| Bard | Charisma 13 |
| Cleric | Wisdom 13 |
| Druid | Wisdom 13 |
| Fighter | Strength 13 or Dexterity 13 |
| Monk | Dexterity 13 and Wisdom 13 |
| Paladin | Strength 13 and Charisma 13 |
| Ranger | Dexterity 13 and Wisdom 13 |
| Rogue | Dexterity 13 |
| Sorcerer | Charisma 13 |
| Warlock | Charisma 13 |
| Wizard | Intelligence 13 |
#### Experience Points
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
#### Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
### Proficiency Bonus
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.
### Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of new classs starting proficiencies, as shown in the Multiclassing Proficiencies table.
**Multiclassing Proficiencies (table)**
| Class | Proficiencies Gained |
| --------- | ---------------------------------------------------------------------------------------------------------- |
| Barbarian | Shields, simple weapons, martial weapons |
| Bard | Light armor, one skill of your choice, one musical instrument of your choice |
| Cleric | Light armor, medium armor, shields |
| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |
| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
| Monk | Simple weapons, shortswords |
| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the classs skill list |
| Rogue | Light armor, one skill from the classs skill list, thieves tools |
| Sorcerer | — |
| Warlock | Light armor, simple weapons |
| Wizard | — |
#### Class Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
##### Channel Divinity
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesnt give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
##### Extra Attack
If you gain the Extra Attack class feature from more than one class, the features dont add together. You cant make more than two attacks with this feature unless it says you do (as the fighters version of Extra Attack does). Similarly, the warlocks eldritch invocation Thirsting Blade doesnt give you additional attacks if you also have Extra Attack.
##### Unarmored Defense
If you already have the Unarmored Defense feature, you cant gain it again from another class.
##### Spellcasting
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
**_Spells Known and Prepared_**. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class
**_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you dont have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you dont know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.
**_Pact Magic_**. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
**Multiclass Spellcaster: Spell Slots per Spell Level (table)**
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### Alignment
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
##### Alignment in the Multiverse
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc gods influence.)
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.
Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
#### Languages
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GMs permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
**Standard Languages (table)**
| Language | Typical Speakers | Script |
| -------- | ---------------- | -------- |
| Common | Humans | Common |
| Dwarvish | Dwarves | Dwarvish |
| Elvish | Elves | Elvish |
| Giant | Ogres, giants | Dwarvish |
| Gnomish | Gnomes | Dwarvish |
| Goblin | Goblinoids | Dwarvish |
| Halfling | Halflings | Common |
| Orc | Orcs | Dwarvish |
**Exotic Languages (table)**
| Language | Typical Speakers | Script |
| ----------- | ------------------- | --------- |
| Abyssal | Demons | Infernal |
| Celestial | Celestials | Celestial |
| Draconic | Dragons, dragonborn | Draconic |
| Deep Speech | Aboleths, cloakers | — |
| Infernal | Devils | Infernal |
| Primordial | Elementals | Dwarvish |
| Sylvan | Fey creatures | Elvish |
| Undercommon | Underworld traders | Elvish |
### Inspiration
Inspiration is a rule the game master can use to reward you for playing your character in a way thats true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.
#### Gaining Inspiration
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
You either have inspiration or you dont - you cant stockpile multiple “inspirations” for later use.
#### Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
### Backgrounds
Every story has a beginning. Your characters background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
Choosing a background provides you with important story cues about your characters identity. The most important question to ask about your background is _what changed_? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why dont you have _more_ money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
##### Proficiencies
Each background gives a character proficiency in two skills (described in “Using Ability Scores”).
In addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).
If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
##### Languages
Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”
##### Equipment
Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.
##### Suggested Characteristics
A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.
##### Customizing a Background
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you cant also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you cant find a feature that matches your desired background, work with your GM to create one.
#### Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
**Skill Proficiencies:** Insight, Religion
**Languages:** Two of your choice
**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
###### Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
###### Suggested Characteristics
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
**Suggested Acolyte Characteristics (table)**
| d8 | Personality Trait |
| --- | ------------------------------------------------------------------------------------------------------------------ |
| 1 | I idolize a particular hero of my faith, and constantly refer to that persons deeds and example. |
| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
| 4 | Nothing can shake my optimistic attitude. |
| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
| 7 | Ive enjoyed fine food, drink, and high society among my temples elite. Rough living grates on me. |
| 8 | Ive spent so long in the temple that I have little practical experience dealing with people in the outside world. |
| d6 | Ideal |
| --- | ---------------------------------------------------------------------------------------------------------------------- |
| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |
| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
| 4 | Power. I hope to one day rise to the top of my faiths religious hierarchy. (Lawful) |
| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |
| 6 | Aspiration. I seek to prove myself worthy of my gods favor by matching my actions against his or her teachings. (Any) |
| d6 | Bond |
| --- | ---------------------------------------------------------------------------------------- |
| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |
| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
| 3 | I owe my life to the priest who took me in when my parents died. |
| 4 | Everything I do is for the common people. |
| 5 | I will do anything to protect the temple where I served. |
| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
| d6 | Flaw |
| --- | --------------------------------------------------------------------------------------------- |
| 1 | I judge others harshly, and myself even more severely. |
| 2 | I put too much trust in those who wield power within my temples hierarchy. |
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
| 4 | I am inflexible in my thinking. |
| 5 | I am suspicious of strangers and expect the worst of them. |
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |

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@ -0,0 +1,177 @@
---
title: Personalization
---
[TOC]
## Alignment
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
### Alignment in the Multiverse
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.
Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
## Languages
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
**Table** **32 - Languages: Standard**
| **Language** | **Typical Speakers** | **Script** |
| ------------ | -------------------- | ---------- |
| Common | Humans | Common |
| Dwarvish | Dwarves | Dwarvish |
| Elvish | Elves | Elvish |
| Giant | Ogres, giants | Dwarvish |
| Gnomish | Gnomes | Dwarvish |
| Goblin | Goblinoids | Dwarvish |
| Halfling | Halflings | Common |
| Orc | Orcs | Dwarvish |
**Table** **33 - Languages: Exotic**
| **Language** | **Typical Speakers** | **Script** |
| ------------ | -------------------- | ---------- |
| Abyssal | Demons | Infernal |
| Celestial | Celestials | Celestial |
| Draconic | Dragons, dragonborn | Draconic |
| Deep Speech | Aboleths, cloakers | - |
| Infernal | Devils | Infernal |
| Primordial | Elementals | Dwarvish |
| Sylvan | Fey creatures | Elvish |
| Undercommon | Underworld traders | Elvish |
# Inspiration
Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.
## Gaining Inspiration
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use.
## Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
# Backgrounds
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
### Proficiencies
Each background gives a character proficiency in two skills (described in "Using Ability Scores").
In addition, most backgrounds give a character proficiency with one or more tools (detailed in "Equipment").
If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
### Languages
Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages."
### Equipment
Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.
### Suggested Characteristics
A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.
### Customizing a Background
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.
## Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric-performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
**Skill Proficiencies:** Insight, Religion
**Languages:** Two of your choice
**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
### Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
### Suggested Characteristics
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
**Table** **34 - Backgrounds: Suggested Acolyte Characteristics**
| **d8** | **Personality Trait** |
| ------ | ---------------------------------------------------------------------------------------------------------------------- |
| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |
| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
| 4 | Nothing can shake my optimistic attitude. |
| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |
| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |
| **d6** | **Ideal** |
| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |
| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
| 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |
| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |
| 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |
| **d6** | **Bond** |
| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |
| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
| 3 | I owe my life to the priest who took me in when my parents died. |
| 4 | Everything I do is for the common people. |
| 5 | I will do anything to protect the temple where I served. |
| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
| **d6** | **Flaw** |
| 1 | I judge others harshly, and myself even more severely. |
| 2 | I put too much trust in those who wield power within my temple's hierarchy. |
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
| 4 | I am inflexible in my thinking. |
| 5 | I am suspicious of strangers and expect the worst of them. |
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |

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---
title: customization
---
[TOC]
# Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.
## Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.
**Table** **29 - Multiclassing Prerequisites**
| **Class** | **Ability Score Min.** |
| --------- | --------------------------- |
| Barbarian | Strength 13 |
| Bard | Charisma 13 |
| Cleric | Wisdom 13 |
| Druid | Wisdom 13 |
| Fighter | Strength 13 or Dexterity 13 |
| Monk | Dexterity 13 and Wisdom 13 |
| Paladin | Strength 13 and Charisma 13 |
| Ranger | Dexterity 13 and Wisdom 13 |
| Rogue | Dexterity 13 |
| Sorcerer | Charisma 13 |
| Warlock | Charisma 13 |
| Wizard | Intelligence 13 |
## Experience Points
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
## Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
## Proficiency Bonus
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.
## Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
**Table** **30 - Multiclassing Proficiencies**
| **Class** | **Proficiencies Gained** |
| --------- | ---------------------------------------------------------------------------------------------------------- |
| Barbarian | Shields, simple weapons, martial weapons |
| Bard | Light armor, one skill of your choice, one musical instrument of your choice |
| Cleric | Light armor, medium armor, shields |
| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |
| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
| Monk | Simple weapons, shortswords |
| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |
| Rogue | Light armor, one skill from the class's skill list, thieves' tools |
| Sorcerer | - |
| Warlock | Light armor, simple weapons |
| Wizard | - |
## Class Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
### Channel Divinity
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
### Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
### Unarmored Defense
If you already have the Unarmored Defense feature, you can't gain it again from another class.
### Spellcasting
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
***Spells Known and Prepared***. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class
***Spell Slots***. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.
***Pact Magic***. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
**Table** **31 - Multiclass Spellcaster: Spell Slots per Spell Level**
| **Level** | **1st** | **2nd** | **3rd** | **4th** | **5th** | **6th** | **7th** | **8th** | **9th** |
| --------- | ------- | ------- | ------- | ------- | ------- | ------- | ------- | ------- | ------- |
| 1st | 2 | - | - | - | - | - | - | - | - |
| 2nd | 3 | - | - | - | - | - | - | - | - |
| 3rd | 4 | 2 | - | - | - | - | - | - | - |
| 4th | 4 | 3 | - | - | - | - | - | - | - |
| 5th | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
# Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored.
## Grappler
*Prerequisite: Strength 13 or higher*
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

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title: Feats
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A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feats description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feats prerequisite, you cant use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you cant benefit from the Grappler feat until your Strength is restored.
#### Grappler
_Prerequisite: Strength 13 or higher_
Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
* You have advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

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title: Ability & Checks
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[TOC]
Six abilities provide a quick description of every creatures physical and mental characteristics:
* **Strength**, measuring physical power
* **Dexterity**, measuring agility
* **Constitution**, measuring endurance
* **Intelligence**, measuring reasoning and memory
* **Wisdom**, measuring perception and insight
* **Charisma**, measuring force of personality
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creatures assets as well as weaknesses.
The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The books introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
### Ability Scores and Modifiers
Each of a creatures abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creatures training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from 5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
**Ability Scores and Modifiers (table)**
| Score | Modifier |
| ----- | -------- |
| 1 | 5 |
| 23 | 4 |
| 45 | 3 |
| 67 | 2 |
| 89 | 1 |
| 1011 | +0 |
| 1213 | +1 |
| 1415 | +2 |
| 1617 | +3 |
| 1819 | +4 |
| 2021 | +5 |
| 2223 | +6 |
| 2425 | +7 |
| 2627 | +8 |
| 2829 | +9 |
| 30 | +10 |
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
### Advantage and Disadvantage
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you dont roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the halflings Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The
GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
### Proficiency Bonus
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus cant be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogues Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldnt normally benefit from your proficiency bonus, you still dont add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.
In general, you dont multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
### Ability Checks
An ability check tests a characters or monsters innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.
The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
**Typical Difficulty Classes (table)**
| Task Difficulty | DC |
| ----------------- | --- |
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, its a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
#### Contests
Sometimes one characters or monsters efforts are directly opposed to anothers. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
#### Skills
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individuals proficiency in a skill demonstrates a focus on that aspect. (A characters starting skill proficiencies are determined at character creation, and a monsters skill proficiencies appear in the monsters stat block.)
For example, a Dexterity check might reflect a characters attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an abilitys description in the later sections of this section for examples of how to use a skill associated with an ability.
##### Strength
* Athletics
##### Dexterity
* Acrobatics
* Sleight of Hand
* Stealth
##### Intelligence
* Arcana
* History
* Investigation
* Nature
* Religion
##### Wisdom
* Animal Handling
* Insight
* Medicine
* Perception
* Survival
##### Charisma
* Deception
* Intimidation
* Performance
* Persuasion
Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the characters proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
##### Variant: Skills with Different Abilities
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if youre proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
#### Passive Checks
A passive check is a special kind of ability check that doesnt involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Heres how to determine a characters total for a passive check:
**10 + all modifiers that normally apply to the check**
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
#### Working Together
Sometimes two or more characters team up to attempt a task. The character whos leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves tools, so a character who lacks that proficiency cant help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
##### Group Checks
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who arent.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.
Group checks dont come up very often, and theyre most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
### Using Each Ability
Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
#### Strength
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
##### Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
**_Athletics_**. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
* You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
* You try to jump an unusually long distance or pull off a stunt midjump.
* You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
**_Other Strength Checks_**. The GM might also call for a Strength check when you try to accomplish tasks like the following:
* Force open a stuck, locked, or barred door
* Break free of bonds
* Push through a tunnel that is too small
* Hang on to a wagon while being dragged behind it
* Tip over a statue
* Keep a boulder from rolling
##### Attack Rolls and Damage
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
##### 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. This is the weight (in pounds) that you can carry, which is high enough that most characters dont usually have to worry about it.
**_Push, Drag, or Lift_**. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
**_Size and Strength_**. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creatures carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
##### Variant: Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.
If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
#### Dexterity
Dexterity measures agility, reflexes, and balance.
##### Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
**_Acrobatics_**. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when youre trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ships deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
**_Sleight of Hand_**. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another persons pocket.
**_Stealth_**. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
**_Other Dexterity Checks_**. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
* Control a heavily laden cart on a steep descent
* Steer a chariot around a tight turn
* Pick a lock
* Disable a trap
* Securely tie up a prisoner
* Wriggle free of bonds
* Play a stringed instrument
* Craft a small or detailed object
##### Attack Rolls and Damage
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.
##### Armor Class
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
##### Initiative
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures turns in combat.
> #### Hiding
>
> The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that checks total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
>
>You cant hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.
>
>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
>
>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
>
> **_Passive Perception_**. When you hide, theres a chance someone will notice you even if they arent searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creatures passive Wisdom (Perception) score, which equals 10 + the creatures Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
>
> **_What Can You See?**_ One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in chapter 8, “Adventuring.”
#### Constitution
Constitution measures health, stamina, and vital force.
##### Constitution Checks
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution check when you try to accomplish tasks like the following:
* Hold your breath
* March or labor for hours without rest
* Go without sleep
* Survive without food or water
* Quaff an entire stein of ale in one go
##### Hit Points
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if youre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.
#### Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
##### Intelligence Checks
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.
**_Arcana_**. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
**_History_**. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
**_Investigation_**. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
**_Nature_**. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
**_Religion_**. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
**_Other Intelligence Checks_**. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
* Communicate with a creature without using words
* Estimate the value of a precious item
* Pull together a disguise to pass as a city guard
* Forge a document
* Recall lore about a craft or trade
* Win a game of skill
##### Spellcasting Ability
Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
#### Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
##### Wisdom Checks
A Wisdom check might reflect an effort to read body language, understand someones feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
**_Animal Handling_**. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animals intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
**_Insight_**. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someones next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
**_Medicine_**. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
**_Perception_**. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
**_Survival_**. The GM might ask you to make a
Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
**_Other Wisdom Checks_**. The GM might call for a
Wisdom check when you try to accomplish tasks like the following:
* Get a gut feeling about what course of action to follow
* Discern whether a seemingly dead or living creature is undead
##### Spellcasting Ability
Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
#### Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
##### Charisma Checks
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
**_Deception_**. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someones suspicions with false assurances, or maintain a straight face while telling a blatant lie.
**_Intimidation_**. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
**_Performance_**. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
**_Persuasion_**. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
**_Other Charisma Checks_**. The GM might call for a Charisma check when you try to accomplish tasks like the following:
* Find the best person to talk to for news, rumors, and gossip
* Blend into a crowd to get the sense of key topics of conversation
##### Spellcasting Ability
Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
### Saving Throws
A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You dont normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the casters spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

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---
title: Adventuring
---
[TOC]
### Time
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time.
For long journeys, a scale of **days** works best.
Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.
In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
### Movement
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.
The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."
Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
#### Speed
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
##### Travel Pace
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
**_Forced March_**. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).
**_Mounts and Vehicles_**. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly.
**Travel Pace (table)**
| Pace | Distance per: Minute | Hour | Day | Effect |
| ------ | -------------------- | ------- | -------- | ------------------------------------------------ |
| Fast | 400 feet | 4 miles | 30 miles | 5 penalty to passive Wisdom (Perception) scores |
| Normal | 300 feet | 3 miles | 18 miles | — |
| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
##### Difficult Terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.
You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
#### Special Types of Movement
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
##### Climbing, Swimming, and Crawling
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
##### Jumping
Your Strength determines how far you can jump.
**_Long Jump_**. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
**_High Jump_**. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
### The Environment
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
#### Falling
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
#### Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
#### Vision and Light
The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
**Bright light** lets most creatures see normally.
Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
**Darkness** creates a heavily obscured area.
Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
##### Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
##### Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
##### Truesight
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
#### Food and Water
Characters who don't eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
##### Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half 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 character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water 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.
#### Interacting with Objects
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.
For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.
Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
### Resting
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
#### Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
#### Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
### Between Adventures
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
#### Lifestyle Expenses
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.
Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.
#### Downtime Activities
Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
##### Crafting
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
##### Practicing a Profession
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
##### Recuperating
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
* End one effect on you that prevents you from regaining hit points.
* For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
##### Researching
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.
##### Training
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

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title: Combat
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[TOC]
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A
**round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
> #### Combat Step by Step
>
> 1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.
> 2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
> 3. **Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.
> 4. **Take turns.** Each participant in the battle takes a turn in initiative order.
> 5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
#### Surprise
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesnt notice a threat is surprised at the start of the encounter.
If youre surprised, you cant move or take an action on your first turn of the combat, and you cant take a reaction until that turn ends. A member of a group can be surprised even if the other members arent.
#### Initiative
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.
If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.
#### Your Turn
On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.
The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.
The “Movement and Position” section later in this chapter gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all on your turn. If you cant decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
##### Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise dont have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus actions timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
##### Other Activity on Your Turn
Your turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
#### Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone elses. The opportunity attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you cant take another one until the start of your next turn. If the reaction interrupts another creatures turn, that creature can continue its turn right after the reaction.
### Movement and Position
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However youre moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
#### Breaking Up Your Move
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
##### Moving between Attacks
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
##### Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance youve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you cant use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the _fly_ spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
#### Difficult Terrain
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
#### Being Prone
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.
You can **drop prone** without using any of your speed. **Standing up** takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend
15 feet of movement to stand up. You cant stand up if you dont have enough movement left or if your speed is 0.
To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
### Interacting with Objects Around You
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
* draw or sheathe a sword
* open or close a door
* withdraw a potion from your backpack
* pick up a dropped axe
* take a bauble from a table
* remove a ring from your finger
* stuff some food into your mouth
* plant a banner in the ground
* fish a few coins from your belt pouch
* drink all the ale in a flagon
* throw a lever or a switch
* pull a torch from a sconce
* take a book from a shelf you can reach
* extinguish a small flame
* don a mask
* pull the hood of your cloak up and over your head
* put your ear to a door
* kick a small stone
* turn a key in a lock
* tap the floor with a 10-foot pole
* hand an item to another character
#### Moving Around Other Creatures
You can move through a nonhostile creatures space. In contrast, you can move through a hostile creatures space only if the creature is at least two sizes larger or smaller than you. Remember that another creatures space is difficult terrain for you.
Whether a creature is a friend or an enemy, you cant willingly end your move in its space.
If you leave a hostile creatures reach during your move, you provoke an opportunity attack, as explained later in the chapter.
#### Flying Movement
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the _fly_ spell.
#### Creature Size
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
**Size Categories (table)**
| Size | Space |
| ---------- | ---------------------- |
| Tiny | 2½ by 2½ ft. |
| Small | 5 by 5 ft. |
| Medium | 5 by 5 ft. |
| Large | 10 by 10 ft. |
| Huge | 15 by 15 ft. |
| Gargantuan | 20 by 20 ft. or larger |
##### Space
A creatures space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnt 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures cant get through unless the hobgoblin lets them.
A creatures space also reflects the area it needs to fight effectively. For that reason, theres 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 four Large creatures crowd around a Medium or smaller one, theres little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
##### Squeezing into a Smaller Space
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage thats only 5 feet 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 its in the smaller space.
### Actions in Combat
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
#### Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
#### Cast a Spell
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
#### Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
#### Disengage
If you take the Disengage action, your movement doesnt provoke opportunity attacks for the rest of the turn.
#### Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.
#### Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your allys attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
#### Hide
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.
#### Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, Ill pull the lever that opens it,” and “If the goblin steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spells magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the _web_ spell and ready _magic missile_, your _web_ spell ends, and if you take damage before you release _magic missile_ with your reaction, your concentration might be broken.
#### Search
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
#### Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
### Making an Attack
Whether youre striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
1. **Choose a target**. Pick a target within your attacks range: a creature, an object, or a location.
2. **Determine modifiers**. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
3. **Resolve the attack**. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
If theres ever any question whether something youre doing counts as an attack, the rule is simple: if youre making an attack roll, youre making an attack.
#### Attack Rolls
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the targets Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
##### Modifiers to the Roll
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the characters proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.
**_Ability Modifier_** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.
Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.
**_Proficiency Bonus_** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.
##### Rolling 1 or 20
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the targets AC. This is called a critical hit, which is explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the targets AC.
#### Unseen Attackers and Targets
Combatants often try to escape their foes notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you cant see, you have disadvantage on the attack roll. This is true whether youre guessing the targets location or youre targeting a creature you can hear but not see. If the target isnt in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the targets location correctly.
When a creature cant see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.
#### Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.
##### Range
You can make ranged attacks only against targets within a specified range.
If a ranged attack, such as one made with a spell, has a single range, you cant attack a target beyond this range.
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you cant attack a target beyond the long range.
##### Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isnt incapacitated.
#### Melee Attacks
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.
Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
##### Opportunity Attacks
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also dont provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you dont provoke an opportunity attack if an explosion hurls you out of a foes reach or if gravity causes you to fall past an enemy.
##### Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that youre holding in one hand, you can use a bonus action to attack with a different light melee weapon that youre holding in the other hand. You dont add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
##### Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
**_Escaping a Grapple_** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength
(Athletics) check.
**_Moving a Grappled Creature_** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
> #### Contests in Combat
>
> Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.
##### Shoving a Creature
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
### Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees arent added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with **total cover** cant be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
### Damage and Healing
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a _fireball_ spell all have the potential to damage, or even kill, the hardiest of creatures.
#### Hit Points
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.
A creatures current hit points (usually just called hit points) can be any number from the creatures hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creatures capabilities until the creature drops to 0 hit points.
#### Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a **weapon**, you add your ability modifier—the same modifier used for the attack roll—to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts _fireball_ or a cleric casts _flame strike_, the spells damage is rolled once for all creatures caught in the blast.
##### Critical Hits
When you score a critical hit, you get to roll extra dice for the attacks damage against the target. Roll all of the attacks damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogues Sneak Attack feature, you roll those dice twice as well.
##### Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
**_Acid_** The corrosive spray of a black dragons breath and the dissolving enzymes secreted by a black pudding deal acid damage.
**_Bludgeoning_** Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
**_Cold_** The infernal chill radiating from an ice devils spear and the frigid blast of a white dragons breath deal cold damage.
**_Fire_** Red dragons breathe fire, and many spells conjure flames to deal fire damage.
**_Force_** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.
**_Lightning_** A _lightning bolt_ spell and a blue dragons breath deal lightning damage.
**_Necrotic_** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.
**_Piercing_** Puncturing and impaling attacks, including spears and monsters bites, deal piercing damage.
**_Poison_** Venomous stings and the toxic gas of a green dragons breath deal poison damage.
**_Psychic_** Mental abilities such as a mind flayers psionic blast deal psychic damage.
**_Radiant_** Radiant damage, dealt by a clerics _flame strike_ spell or an angels smiting weapon, sears the flesh like fire and overloads the spirit with power.
**_Slashing_** Swords, axes, and monsters claws deal slashing damage.
**_Thunder_** A concussive burst of sound, such as the effect of the _thunderwave_ spell, deals thunder damage.
#### Damage Resistance and Vulnerability
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
#### Healing
Unless it results in death, damage isnt permanent. Even death is reversible through powerful magic. Rest can restore a creatures hit points, and magical methods such as a _cure wounds_ spell or a _potion of healing_ can remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creatures hit points cant exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.
A creature that has died cant regain hit points until magic such as the _revivify_ spell has restored it to life.
#### Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
##### Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
##### Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.
##### Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isnt tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures dont need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
**_Rolling 1 or 20_** When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
**_Damage at 0 Hit Points_** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
##### Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isnt killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A **stable** creature doesnt make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isnt healed regains 1 hit point after 1d4 hours.
##### Monsters and Death
Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
#### Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
#### Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points arent actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing cant restore temporary hit points, and they cant be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesnt restore you to consciousness or stabilize you. They can still absorb damage directed at you while youre in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until theyre depleted or you finish a long rest.
### Mounted Combat
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
#### Mounting and Dismounting
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you cant mount it if you dont have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while youre on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If youre knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
#### Controlling a Mount
While youre mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack while youre on it, the attacker can target you or the mount.
### Underwater Combat
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
When making a **melee weapon attack**, a creature that doesnt have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A **ranged weapon attack** automatically misses a target beyond the weapons normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.

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[TOC]
# Conditions
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.
The following definitions specify what happens to a creature while it is subjected to a condition.
## Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
## Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
## Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
## Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
**Table** **53 - Conditions: Exhaustion Effects**
| **Level** | **Effect** |
| --------- | ---------------------------------------------- |
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
## Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
## Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell.
## Incapacitated
- An incapacitated creature can't take actions or reactions.
## Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
## Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
## Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
## Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
## Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
## Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
## Stunned
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
## Unconscious
- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
# Pantheons
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.
## The Celtic Pantheon
It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
**Table** **54 - Pantheons: Celtic Deities**
| **Deity** | **Alignment** | **Suggested Domains** | **Symbol** |
| ------------------------------------------------- | ------------- | --------------------- | ---------------------------------- |
| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |
| Arawn, god of life and death | NE | Life, Death | Black star on gray background |
| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |
| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |
| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |
| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |
| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |
| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |
| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |
| Math Mathonwy, god of magic | NE | Knowledge | Staff |
| Morrigan, goddess of battle | CE | War | Two crossed spears |
| Nuada, god of war and warriors | N | War | Silver hand on black background |
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
## The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.
**Table** **55 - Pantheons: Greek Deities**
| **Deity** | **Alignment** | **Suggested Domains** | **Symbol** |
| ------------------------------------------ | ------------- | ---------------------- | ------------------------------------- |
| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |
| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |
| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |
| Ares, god of war and strife | CE | War | Spear |
| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |
| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |
| Demeter, goddess of agriculture | NG | Life | Mare's head |
| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |
| Hades, god of the underworld | LE | Death | Black ram |
| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |
| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |
| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |
| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head |
| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |
| Hestia, goddess of home and family | NG | Life | Hearth |
| Nike, goddess of victory | LN | War | Winged woman |
| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
## The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
**Table** **56 - Pantheons: Egyptian Deities**
| **Deity** | **Alignment** | **Suggested Domains** | **Symbol** |
| ---------------------------------------------- | ------------- | ------------------------ | ------------------------------------ |
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
## The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
**Table** **57 - Pantheons: Norse Deities**
| **Deity** | **Alignment** | **Suggested Domains** | **Symbol** |
| ----------------------------------------- | ------------- | --------------------- | --------------------------------- |
| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |
| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |
| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |
| Forseti, god of justice and law | N | Light | Head of a bearded man |
| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |
| Freya, goddess of fertility and love | NG | Life | Falcon |
| Frigga, goddess of birth and fertility | N | Life, Light | Cat |
| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |
| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |
| Hermod, god of luck | CN | Trickery | Winged scroll |
| Loki, god of thieves and trickery | CE | Trickery | Flame |
| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |
| Odur, god of light and the sun | CG | Light | Solar disk |
| Sif, goddess of war | CG | War | Upraised sword |
| Skadi, god of earth and mountains | N | Nature | Mountain peak |
| Surtur, god of fire giants and war | LE | War | Flaming sword |
| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
| Uller, god of hunting and winter | CN | Nature | Longbow |
# Planes
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
## The Material Plane
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
## Beyond the Material
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.
### Planar Travel
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.
***Spells***. A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *Etherealness* allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.
***Portals***. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
### Transitive Planes
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond.
The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the *see invisibility* and *true seeing* spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as *forcecage* and *wall of force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.
The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
### Inner Planes
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes** - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
### Outer Planes
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.
Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.
#### Outer Planes
The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
#### Demiplanes
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
# Situational Rules
## Traps
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps.
### Traps in Play
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
#### Triggering a Trap
Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.
#### Detecting and Disabling a Trap
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.
A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use *dispel magic*.
In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
#### Trap Effects
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.
The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.
**Table** **58 - Traps: Save DCs and Attack Bonuses**
| **Trap Danger** | **Save DC** | **Attack Bonus** |
| --------------- | ----------- | ---------------- |
| Setback | 10-11 | +3 to +5 |
| Dangerous | 12-15 | +6 to +8 |
| Deadly | 16-20 | +9 to +12 |
**Table** **59 - Traps: Damage Severity by Level**
| **Character Level** | **Setback** | **Dangerous** | **Deadly** |
| ------------------- | ----------- | ------------- | ---------- |
| 1st-4th | 1d10 | 2d10 | 4d10 |
| 5th-10th | 2d10 | 4d10 | 10d10 |
| 11th-16th | 4d10 | 10d10 | 18d10 |
| 17th-20th | 10d10 | 18d10 | 24d10 |
#### Complex Traps
Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.
When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
### Sample Traps
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
#### Collapsing Roof
*Mechanical trap*
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
#### Falling Net
*Mechanical trap*
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section.
#### Fire-Breathing Statue
*Magic trap*
This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap.
#### Pits
*Mechanical trap*
Four basic pit traps are presented here.
***Simple Pit***. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.
The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).
***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it.
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic.
***Locking Pit***. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.
***Spiked Pit***. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
#### Poison Darts
*Mechanical trap*
When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8
bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
#### Poison Needle
*Mechanical trap*
A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
#### Rolling Sphere
*Mechanical trap*
When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone.
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.
As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.
#### Sphere of Annihilation
*Magic trap*
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can't be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*.
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
## Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
### Sample Diseases
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
#### Cackle Fever
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.
Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
#### Sewer Plague
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
#### Sight Rot
This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
## Madness
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
### Going Mad
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
### Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
**Table** **60 - Madness Short-Term Effects**
| **d100** | **Effect (lasts 1d10 minutes)** |
| -------- | ---------------------------------------------------------------------------------------------------------------------------- |
| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 51-60 | The character must use his or her action each round to attack the nearest creature. |
| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. |
| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81-90 | The character is stunned. |
| 91-100 | The character falls unconscious. |
**Table** **61 - Madness: Long-Term Effects**
| **d100** | **Effect (lasts 1d10 × 10 hours)** |
| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
| 56-65 | The character is blinded (25%) or deafened (75%). |
| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
| 91-95 | The character loses the ability to speak. |
| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
**Table** **62 - Madness: Indefinite Flaws**
| **d100** | **Flaw (lasts until cured)** |
| -------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 01-15 | "Being drunk keeps me sane." |
| 16-25 | "I keep whatever I find." |
| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." |
| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |
| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |
| 46-50 | "I find it hard to care about anything that goes on around me." |
| 51-55 | "I don't like the way people judge me all the time." |
| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." |
| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." |
| 81-85 | "There's only one person I can trust. And only I can see this special friend." |
| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." |
| 96-100 | "I've discovered that I really like killing people." |
### Curing Madness
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
## Objects
When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
### Statistics for Objects
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.
***Armor Class***. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
**Table** **63 - Objects: Armor Class**
| **Substance** | **AC** |
| ------------------- | ------ |
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
**Hit Points**. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.
**Table** **64 - Objects: Hit Points**
| **Size** | **Fragile** | **Resilient** |
| ----------------------------------- | ----------- | ------------- |
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) |
***Huge and Gargantuan Objects***. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
***Objects and Damage Types***. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.
***Damage Threshold***. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.
## Poisons
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
***Contact***. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
***Ingested***. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
***Inhaled***. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
***Injury***. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
**Table** **65 - Poisons**
| **Item** | **Type** | **Price/Dose** |
| ------------------ | -------- | -------------- |
| Assassin's blood | Ingested | 150 gp |
| Burnt othur fumes | Inhaled | 500 gp |
| Crawler mucus | Contact | 200 gp |
| Drow poison | Injury | 200 gp |
| Essence of ether | Inhaled | 300 gp |
| Malice | Inhaled | 250 gp |
| Midnight tears | Ingested | 1,500 gp |
| Oil of taggit | Contact | 400 gp |
| Pale tincture | Ingested | 250 gp |
| Purple worm poison | Injury | 2,000 gp |
| Serpent venom | Injury | 200 gp |
| Torpor | Ingested | 600 gp |
| Truth serum | Ingested | 150 gp |
| Wyvern poison | Injury | 1,200 gp |
### Sample Poisons
Each type of poison has its own debilitating effects.
***Assassin's Blood (Ingested)***. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
***Burnt Othur Fumes (Inhaled)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
***Crawler Mucus (Contact)***. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Drow Poison (Injury)***. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
***Essence of Ether (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
***Malice (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
***Midnight Tears (Ingested)***. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
***Oil of Taggit (Contact)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
***Pale Tincture (Ingested)***. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
***Purple Worm Poison (Injury)***. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
***Serpent Venom (Injury)***. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
***Torpor (Ingested)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
***Truth Serum (Ingested)***. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell.
***Wyvern Poison (Injury)***. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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---
title: Conditions
---
[TOC]
Conditions alter a creatures capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monsters attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the conditions effects dont get worse. A creature either has a condition or doesnt.
The following definitions specify what happens to a creature while it is subjected to a condition.
### Blinded
* A blinded creature cant see and automatically fails any ability check that requires sight.
* Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.
### Charmed
* A charmed creature cant attack the charmer or target the charmer with harmful abilities or magical effects.
* The charmer has advantage on any ability check to interact socially with the creature.
### Deafened
* A deafened creature cant hear and automatically fails any ability check that requires hearing.
### Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effects description.
| Level | Effect |
| ----- | ---------------------------------------------- |
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effects description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effects description, with all exhaustion effects ending if a creatures exhaustion level is reduced below 1.
Finishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
### Frightened
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
* The creature cant willingly move closer to the source of its fear.
### Grappled
* A grappled creatures speed becomes 0, and it cant benefit from any bonus to its speed.
* The condition ends if the grappler is incapacitated (see the condition).
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the _thunder-wave_ spell.
### Incapacitated
* An incapacitated creature cant take actions or reactions.
### Invisible
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks it leaves.
* Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.
### Paralyzed
* A paralyzed creature is incapacitated (see the condition) and cant move or speak.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
### Petrified
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
* The creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings.
* Attack rolls against the creature have advantage.
* The creature automatically fails Strength and Dexterity saving throws.
* The creature has resistance to all damage.
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
### Poisoned
* A poisoned creature has disadvantage on attack rolls and ability checks.
### Prone
* A prone creatures only movement option is to crawl, unless it stands up and thereby ends the condition.
* The creature has disadvantage on attack rolls.
* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
### Restrained
* A restrained creatures speed becomes 0, and it cant benefit from any bonus to its speed.
* Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.
* The creature has disadvantage on Dexterity saving throws.
### Stunned
* A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
### Unconscious
* An unconscious creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings
* The creature drops whatever its holding and falls prone.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

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---
title: Pantheons
---
[TOC]
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our worlds ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.
### The Celtic Pantheon
Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
#### Celtic Deities
| Deity | Alignment | Suggested Domains | Symbol |
|---------------------------------------------------|-----------|-------------------|------------------------------------|
| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |
| Arawn, god of life and death | NE | Life, Death | Black star on gray background |
| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |
| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |
| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |
| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |
| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |
| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |
| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |
| Math Mathonwy, god of magic | NE | Knowledge | Staff |
| Morrigan, goddess of battle | CE | War | Two crossed spears |
| Nuada, god of war and warriors | N | War | Silver hand on black background |
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
#### Greek Deities
| Deity | Alignment | Suggested Domains | Symbol |
|--------------------------------------------|-----------|------------------------|---------------------------------------|
| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |
| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |
| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |
| Ares, god of war and strife | CE | War | Spear |
| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |
| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |
| Demeter, goddess of agriculture | NG | Life | Mares head |
| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |
| Hades, god of the underworld | LE | Death | Black ram |
| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |
| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |
| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |
| Hercules, god of strength and adventure | CG | Tempest, War | Lions head |
| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |
| Hestia, goddess of home and family | NG | Life | Hearth |
| Nike, goddess of victory | LN | War | Winged woman |
| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
### The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
#### Egyptian Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------------|-----------|--------------------------|--------------------------------------|
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
#### Norse Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------|-----------|-------------------|-----------------------------------|
| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |
| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |
| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |
| Forseti, god of justice and law | N | Light | Head of a bearded man |
| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |
| Freya, goddess of fertility and love | NG | Life | Falcon |
| Frigga, goddess of birth and fertility | N | Life, Light | Cat |
| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |
| Hel, goddess of the underworld | NE | Death | Womans face, rotting on one side |
| Hermod, god of luck | CN | Trickery | Winged scroll |
| Loki, god of thieves and trickery | CE | Trickery | Flame |
| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |
| Odur, god of light and the sun | CG | Light | Solar disk |
| Sif, goddess of war | CG | War | Upraised sword |
| Skadi, god of earth and mountains | N | Nature | Mountain peak |
| Surtur, god of fire giants and war | LE | War | Flaming sword |
| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
| Uller, god of hunting and winter | CN | Nature | Longbow |

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@ -4,27 +4,33 @@ title: Non-Player Characters
[TOC] [TOC]
# Non-Player Characters
This appendix contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. This appendix contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.
### Customizing NPCs # Customizing NPCs
There are many easy ways to customize the NPCs in this appendix for your home campaign. There are many easy ways to customize the NPCs in this appendix for your home campaign.
**_Racial Traits_**. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesnt alter its challenge rating. For more on racial traits, see the _Players Handbook_. ***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*.
**_Spell Swaps_**. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPCs spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesnt alter an NPCs challenge rating. ***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating.
**_Armor and Weapon Swaps_**. You can upgrade or downgrade an NPCs armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPCs challenge rating. ***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating.
**_Magic Items_**. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. ***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
### Acolyte ## Acolyte
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft. **Armor Class** 10
| STR | DEX | CON | INT | WIS | CHA | **Hit Points** 9 (2d8)
**Speed** 30 ft.
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
@ -36,29 +42,29 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1/4 (50 XP) **Challenge** 1/4 (50 XP)
**_Spellcasting_**. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: ***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): _light_, _sacred flame_, _thaumaturgy_ Cantrips (at will): *light, sacred flame, thaumaturgy*
1st level (3 slots): _bless_, _cure wounds_, _sanctuary_ 1st level (3 slots): *bless, cure wounds, sanctuary*
**Actions** ###### Actions
**_Club_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. **Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
**Archmage** ## Archmage
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 12 (15 with _mage armor_) **Armor Class** 12 (15 with *mage armor*)
**Hit Points** 99 (18d8 + 18) **Hit Points** 99 (18d8 + 18)
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
@ -66,7 +72,7 @@ _Medium humanoid (any race), any alignment_
**Skills** Arcana +13, History +13 **Skills** Arcana +13, History +13
**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from _stoneskin_) **Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*)
**Senses** passive Perception 12 **Senses** passive Perception 12
@ -74,34 +80,43 @@ _Medium humanoid (any race), any alignment_
**Challenge** 12 (8,400 XP) **Challenge** 12 (8,400 XP)
**_Magic Resistance_**. The archmage has advantage on saving throws against spells and other magical effects. ***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects.
**_Spellcasting_**. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast _disguise self_ and _invisibility_ at will and has the following wizard spells prepared: ***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared:
Cantrips (at will): _fire bolt_, _light_, _mage hand_, _prestidigitation_, _shocking grasp_ Cantrips (at will): *fire bolt, light, mage hand, prestidigitation, shocking grasp*
1st level (4 slots): _detect magic_, _identify_, _mage armor_\*, _magic missile_
2nd level (3 slots): _detect thoughts_, _mirror image_, _misty step_
3rd level (3 slots): _counterspell_, _fly_, _lightning bolt_
4th level (3 slots): _banishment_, _fire shield_, _stoneskin_\*
5th level (3 slots): _cone of cold_, _scrying_, _wall of force_
6th level (1 slot): _globe of invulnerability_
7th level (1 slot): _teleport_
8th level (1 slot): _mind blank_\*
9th level (1 slot): _time stop_
\*The archmage casts these spells on itself before combat. 1st level (4 slots): *detect magic, identify, mage armor***, magic missile*
**Actions** 2nd level (3 slots): *detect thoughts, mirror image, misty step*
**_Dagger_**. _Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. 3rd level (3 slots): *counterspell, fly, lightning bolt*
4th level (3 slots): *banishment, fire shield, stoneskin**
5th level (3 slots): *cone of cold, scrying, wall of force*
6th level (1 slot): *globe of invulnerability*
7th level (1 slot): *teleport*
8th level (1 slot): *mind blank**
9th level (1 slot): *time stop*
*The archmage casts these spells on itself before combat.
###### Actions
***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. **Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an archmages abode has numerous magical wards and guardians to discourage interlopers. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
### Assassin ## Assassin
_Medium humanoid (any race), any non-good alignment_ *Medium humanoid (any race), any non-good alignment*
**Armor Class** 15 (studded leather) **Armor Class** 15 (studded leather)
@ -109,7 +124,7 @@ _Medium humanoid (any race), any non-good alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | | 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
@ -121,29 +136,29 @@ _Medium humanoid (any race), any non-good alignment_
**Senses** passive Perception 13 **Senses** passive Perception 13
**Languages** Thieves cant plus any two languages **Languages** Thieves' cant plus any two languages
**Challenge** 8 (3,900 XP) **Challenge** 8 (3,900 XP)
**_Assassinate_**. During its first turn, the assassin has advantage on attack rolls against any creature that hasnt taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. ***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
**_Evasion_**. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
**_Sneak Attack_**. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isnt incapacitated and the assassin doesnt have disadvantage on the attack roll. ***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
**Actions** ###### Actions
**_Multiattack_**. The assassin makes two shortsword attacks. ***Multiattack***. The assassin makes two shortsword attacks.
**_Shortsword_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
**_Light Crossbow_**. _Ranged Weapon Attack:_ +6 to hit, range 80/320 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
### Bandit ## Bandit
_Medium humanoid (any race), any non-lawful alignment_ *Medium humanoid (any race), any non-lawful alignment*
**Armor Class** 12 (leather armor) **Armor Class** 12 (leather armor)
@ -151,7 +166,7 @@ _Medium humanoid (any race), any non-lawful alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | | 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
@ -161,19 +176,19 @@ _Medium humanoid (any race), any non-lawful alignment_
**Challenge** 1/8 (25 XP) **Challenge** 1/8 (25 XP)
**Actions** ###### Actions
**_Scimitar_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) slashing damage. ***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
**_Light Crossbow_**. _Ranged Weapon Attack:_ +3 to hit, range 80 ft./320 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. **Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nations vessels. **Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
### Bandit Captain ## Bandit Captain
_Medium humanoid (any race), any non-lawful alignment_ *Medium humanoid (any race), any non-lawful alignment*
**Armor Class** 15 (studded leather) **Armor Class** 15 (studded leather)
@ -181,7 +196,7 @@ _Medium humanoid (any race), any non-lawful alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | | 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
@ -191,29 +206,31 @@ _Medium humanoid (any race), any non-lawful alignment_
**Senses** passive Perception 10 **Senses** passive Perception 10
**Languages** any two languages **Challenge** 2 (450 XP) **Languages** any two languages
**Actions** **Challenge** 2 (450 XP)
**_Multiattack_**. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. ###### Actions
**_Scimitar_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. ***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
**_Dagger_**. _Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d4 + 2) piercing damage. ***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
**Reactions** ***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.
**_Parry_**. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. ###### Reactions
***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades.
In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captains vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captains colorful reputation. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
### Berserker ## Berserker
_Medium humanoid (any race), any chaotic alignment_ *Medium humanoid (any race), any chaotic alignment*
**Armor Class** 13 (hide armor) **Armor Class** 13 (hide armor)
@ -221,9 +238,9 @@ _Medium humanoid (any race), any chaotic alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------ | ------- | ------ | | ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 12 (+1) | 17 (+3) | 9 (1) | 11 (+0) | 9 (1) | | 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) |
**Senses** passive Perception 10 **Senses** passive Perception 10
@ -231,21 +248,25 @@ _Medium humanoid (any race), any chaotic alignment_
**Challenge** 2 (450 XP) **Challenge** 2 (450 XP)
**_Reckless_**. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
**Actions** ###### Actions
**_Greataxe_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 9 (1d12 + 3) slashing damage. ***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.
Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.
### Commoner ## Commoner
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft. **Armor Class** 10
| STR | DEX | CON | INT | WIS | CHA | **Hit Points** 4 (1d8)
**Speed** 30 ft.
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
@ -255,15 +276,15 @@ _Medium humanoid (any race), any alignment_
**Challenge** 0 (10 XP) **Challenge** 0 (10 XP)
**Actions** ###### Actions
**_Club_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. **Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
### Cultist ## Cultist
_Medium humanoid (any race), any non-good alignment_ *Medium humanoid (any race), any non-good alignment*
**Armor Class** 12 (leather armor) **Armor Class** 12 (leather armor)
@ -271,7 +292,7 @@ _Medium humanoid (any race), any non-good alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |
@ -283,17 +304,17 @@ _Medium humanoid (any race), any non-good alignment_
**Challenge** 1/8 (25 XP) **Challenge** 1/8 (25 XP)
**_Dark Devotion_**. The cultist has advantage on saving throws against being charmed or frightened. ***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened.
**Actions** ###### Actions
**_Scimitar_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d6 + 1) slashing damage. ***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage.
**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. **Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
### Cult Fanatic ## Cult Fanatic
_Medium humanoid (any race), any non-good alignment_ *Medium humanoid (any race), any non-good alignment*
**Armor Class** 13 (leather armor) **Armor Class** 13 (leather armor)
@ -301,7 +322,7 @@ _Medium humanoid (any race), any non-good alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
@ -313,55 +334,63 @@ _Medium humanoid (any race), any non-good alignment_
**Challenge** 2 (450 XP) **Challenge** 2 (450 XP)
**_Dark Devotion_**. The fanatic has advantage on saving throws against being charmed or frightened. ***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened.
**_Spellcasting_**. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: ***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): _light_, _sacred flame_, _thaumaturgy_ Cantrips (at will): *light, sacred flame, thaumaturgy*
1st level (4 slots): _command_, _inflict wounds_, _shield of faith_
2nd level (3 slots): _hold person_, _spiritual weapon_
**Actions** 1st level (4 slots): *command, inflict wounds, shield of faith*
**_Multiattack_**. The fanatic makes two melee attacks. 2nd level (3 slots): *hold person, spiritual weapon*
**_Dagger_**. _Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage. ###### Actions
**Fanatics** are often part of a cults leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. ***Multiattack***. The fanatic makes two melee attacks.
### Druid ***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.
_Medium humanoid (any race), any alignment_ **Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
**Armor Class** 11 (16 with _barkskin_) ## Druid
*Medium humanoid (any race), any alignment*
**Armor Class** 11 (16 with *barkskin*)
**Hit Points** 27 (5d8 + 5) **Hit Points** 27 (5d8 + 5)
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
**Skills** Medicine +4, Nature +3, Perception +4 **Skills** Medicine +4, Nature +3, Perception +4
**Senses** passive Perception 14 **Languages** Druidic plus any two languages **Challenge** 2 (450 XP) **Senses** passive Perception 14
**_Spellcasting_**. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: **Languages** Druidic plus any two languages
Cantrips (at will): _druidcraft_, _produce flame_, _shillelagh_ **Challenge** 2 (450 XP)
1st level (4 slots): _entangle_, _longstrider_, _speak with animals_, _thunderwave_
2nd level (3 slots): _animal messenger_, _barkskin_
**Actions** ***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
**_Quarterstaff_**. _Melee Weapon Attack:_ +2 to hit (+4 to hit with _shillelagh_), reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with _shillelagh_. Cantrips (at will): *druidcraft, produce flame, shillelagh*
1st level (4 slots): *entangle, longstrider, speak with animals, thunderwave*
2nd level (3 slots): *animal messenger, barkskin*
###### Actions
***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*.
**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. **Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.
### Gladiator ## Gladiator
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 16 (studded leather, shield) **Armor Class** 16 (studded leather, shield)
@ -369,7 +398,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
@ -383,27 +412,27 @@ _Medium humanoid (any race), any alignment_
**Challenge** 5 (1,800 XP) **Challenge** 5 (1,800 XP)
**_Brave_**. The gladiator has advantage on saving throws against being frightened. ***Brave***. The gladiator has advantage on saving throws against being frightened.
**_Brute_**. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). ***Brute***. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
**Actions** ###### Actions
**_Multiattack_**. The gladiator makes three melee attacks or two ranged attacks. ***Multiattack***. The gladiator makes three melee attacks or two ranged attacks.
**_Spear_**. _Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. ***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
**_Shield Bash_**. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Shield Bash***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
**Reactions** ###### Reactions
**_Parry_**. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. ***Parry***. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. **Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
### Guard ## Guard
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 16 (chain shirt, shield) **Armor Class** 16 (chain shirt, shield)
@ -411,7 +440,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
@ -423,15 +452,15 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1/8 (25 XP) **Challenge** 1/8 (25 XP)
**Actions** ###### Actions
**_Spear_**. _Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. **Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
### Knight ## Knight
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 18 (plate) **Armor Class** 18 (plate)
@ -439,7 +468,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | | 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
@ -451,37 +480,37 @@ _Medium humanoid (any race), any alignment_
**Challenge** 3 (700 XP) **Challenge** 3 (700 XP)
**_Brave_**. The knight has advantage on saving throws against being frightened. ***Brave***. The knight has advantage on saving throws against being frightened.
**Actions** ###### Actions
**_Multiattack_**. The knight makes two melee attacks. ***Multiattack***. The knight makes two melee attacks.
**_Greatsword_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. ***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
**_Heavy Crossbow_**. _Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage. ***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
**_Leadership (Recharges after a Short or Long Rest)_**. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. ***Leadership (Recharges after a Short or Long Rest)***. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
**Reactions** ###### Reactions
**_Parry_**. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. ***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knights alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. **Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
### Mage ## Mage
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 12 (15 with _mage armor_) **Armor Class** 12 (15 with *mage armor*)
**Hit Points** 40 (9d8) **Hit Points** 40 (9d8)
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------ | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 9 (1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | | 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) |
**Saving Throws** Int +6, Wis +4 **Saving Throws** Int +6, Wis +4
@ -493,24 +522,29 @@ _Medium humanoid (any race), any alignment_
**Challenge** 6 (2,300 XP) **Challenge** 6 (2,300 XP)
**_Spellcasting_**. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: ***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): _fire bolt_, _light_, _mage hand_, _prestidigitation_ Cantrips (at will): *fire bolt, light, mage hand, prestidigitation*
1st level (4 slots): _detect magic_, _mage armor_, _magic missile_, _shield_
2nd level (3 slots): _misty step_, _suggestion_
3rd level (3 slots): _counterspell_, _fireball_, _fly_
4th level (3 slots): _greater invisibility_, _ice storm_
5th level (1 slot): _cone of cold_
**Actions** 1st level (4 slots): *detect magic, mage armor, magic missile, shield*
**_Dagger_**. _Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4 + 1) piercing damage. 2nd level (3 slots): *misty step, suggestion*
3rd level (3 slots): *counterspell, fireball, fly*
4th level (3 slots): *greater invisibility, ice storm*
5th level (1 slot): *cone of cold*
###### Actions
***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage.
**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. **Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
### Noble ## Noble
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 15 (breastplate) **Armor Class** 15 (breastplate)
@ -518,7 +552,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | | 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
@ -530,21 +564,21 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1/8 (25 XP) **Challenge** 1/8 (25 XP)
**Actions** ###### Actions
**_Rapier_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
**Reactions** ###### Reactions
**_Parry_**. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. ***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. **Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.
The nobles statistics can also be used to represent **courtiers** who arent of noble birth. The noble's statistics can also be used to represent **courtiers** who aren't of noble birth.
### Priest ## Priest
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 13 (chain shirt) **Armor Class** 13 (chain shirt)
@ -552,7 +586,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
@ -564,26 +598,29 @@ _Medium humanoid (any race), any alignment_
**Challenge** 2 (450 XP) **Challenge** 2 (450 XP)
**_Divine Eminence_**. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. ***Divine Eminence***. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
**_Spellcasting_**. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: ***Spellcasting***. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): _light_, _sacred flame_, _thaumaturgy_ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
1st level (4 slots): _cure wounds_, _guiding bolt_, _sanctuary_
2nd level (3 slots): _lesser restoration_, _spiritual weapon_
3rd level (2 slots): _dispel magic_, _spirit guardians_
**Actions** 1st level (4 slots): *cure wounds, guiding bolt, sanctuary*
**_Mace_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage. 2nd level (3 slots): *lesser restoration, spiritual weapon*
3rd level (2 slots): *dispel magic, spirit guardians*
###### Actions
***Mace***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage.
**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. **Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
### Scout ## Scout
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 13 (leather armor) **Armor Class** 13 (leather armor)
@ -591,7 +628,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | | 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
@ -603,21 +640,21 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1/2 (100 XP) **Challenge** 1/2 (100 XP)
**_Keen Hearing and Sight_**. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. ***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
**Actions** ###### Actions
**_Multiattack_**. The scout makes two melee attacks or two ranged attacks. ***Multiattack***. The scout makes two melee attacks or two ranged attacks.
**_Shortsword_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
**_Longbow_**. _Ranged Weapon Attack:_ +4 to hit, ranged 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ***Longbow***. *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. **Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
### Spy ## Spy
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 12 **Armor Class** 12
@ -625,7 +662,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | | 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
@ -637,23 +674,23 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1 (200 XP) **Challenge** 1 (200 XP)
**_Cunning Action_**. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. ***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
**_Sneak Attack (1/Turn)_**. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isnt incapacitated and the spy doesnt have disadvantage on the attack roll. ***Sneak Attack (1/Turn)***. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
**Actions** ###### Actions
**_Multiattack_**. The spy makes two melee attacks. ***Multiattack***. The spy makes two melee attacks.
**_Shortsword_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
**_Hand Crossbow_**. _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
### Thug ## Thug
_Medium humanoid (any race), any non-good alignment_ *Medium humanoid (any race), any non-good alignment*
**Armor Class** 11 (leather armor) **Armor Class** 11 (leather armor)
@ -661,7 +698,7 @@ _Medium humanoid (any race), any non-good alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | | 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
@ -673,21 +710,21 @@ _Medium humanoid (any race), any non-good alignment_
**Challenge** 1/2 (100 XP) **Challenge** 1/2 (100 XP)
**_Pack Tactics_**. The thug has advantage on an attack roll against a creature if at least one of the thugs allies is within 5 feet of the creature and the ally isnt incapacitated. ***Pack Tactics***. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
**Actions** ###### Actions
**_Multiattack_**. The thug makes two melee attacks. ***Multiattack***. The thug makes two melee attacks.
**_Mace_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) bludgeoning damage. ***Mace***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage.
**_Heavy Crossbow_**. _Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage. ***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. **Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
### Tribal Warrior ## Tribal Warrior
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 12 (hide armor) **Armor Class** 12 (hide armor)
@ -695,9 +732,9 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------ | ------- | ------ | | ------- | ------- | ------- | ------- | ------- | ------- |
| 13 (+1) | 11 (+0) | 12 (+1) | 8 (1) | 11 (+0) | 8 (1) | | 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) |
**Senses** passive Perception 10 **Senses** passive Perception 10
@ -705,17 +742,17 @@ _Medium humanoid (any race), any alignment_
**Challenge** 1/8 (25 XP) **Challenge** 1/8 (25 XP)
**_Pack Tactics_**. The warrior has advantage on an attack roll against a creature if at least one of the warriors allies is within 5 feet of the creature and the ally isnt incapacitated. ***Pack Tactics***. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
**Actions** ###### Actions
**_Spear_**. _Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. **Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
### Veteran ## Veteran
_Medium humanoid (any race), any alignment_ *Medium humanoid (any race), any alignment*
**Armor Class** 17 (splint) **Armor Class** 17 (splint)
@ -723,7 +760,7 @@ _Medium humanoid (any race), any alignment_
**Speed** 30 ft. **Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA | | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
@ -735,14 +772,14 @@ _Medium humanoid (any race), any alignment_
**Challenge** 3 (700 XP) **Challenge** 3 (700 XP)
**Actions** ###### Actions
**_Multiattack_**. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. ***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
**_Longsword_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
**_Shortsword_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. ***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
**_Heavy Crossbow_**. _Ranged Weapon Attack:_ +3 to hit, range 100/400 ft., one target. _Hit:_ 6 (1d10 + 1) piercing damage. ***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.
**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. **Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

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@ -1,63 +0,0 @@
---
title: Planes
---
[TOC]
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
### The Material Plane
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
### Beyond the Material
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. Theyre not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.
#### Planar Travel
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.
**_Spells_**. A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.
**_Portals_**. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
#### Transitive Planes
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as _etherealness_ and _astral projection_ allow characters to enter these planes and traverse them to reach the planes beyond.
The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the _see invisibility_ and _true seeing_ spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as _forcecage_ and _wall of force_. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.
The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
#### Inner Planes
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**—Air, Earth, Fire, and Water—form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form—great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
#### Outer Planes
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.
Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day—if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.
##### Outer Planes
The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A planes alignment is its essence, and a character whose alignment doesnt match the planes experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
##### Demiplanes
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that dont seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.

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@ -1,402 +0,0 @@
---
title: Situational Rules
---
[TOC]
### Traps
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as _glyph of warding_ and _symbol_ that function as traps.
#### Traps in Play
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
##### Triggering a Trap
Most traps are triggered when a creature goes somewhere or touches something that the traps creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.
##### Detecting and Disabling a Trap
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a traps presence.
A traps description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the traps DC. You can also compare the DC to detect the trap with each characters passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves tools to perform the necessary sabotage.
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the traps description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic traps description provides the DC for the ability check made when you use _dispel magic_.
In most cases, a traps description is clear enough that you can adjudicate whether a characters actions locate or foil the trap. As with many situations, you shouldnt allow die rolling to override clever play and good planning. Use your common sense, drawing on the traps description to determine what happens. No traps design can anticipate every possible action that the characters might attempt.
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the traps presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if its trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
##### Trap Effects
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A traps description specifies what happens when it is triggered.
The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the traps severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.
**Trap Save DCs and Attack Bonuses (table)**
| Trap Danger | Save DC | Attack Bonus |
| ----------- | ------- | ------------ |
| Setback | 1011 | +3 to +5 |
| Dangerous | 1215 | +6 to +8 |
| Deadly | 1620 | +9 to +12 |
**Damage Severity by Level (table)**
| Character Level | Setback | Dangerous | Deadly |
| --------------- | ------- | --------- | ------ |
| 1st4th | 1d10 | 2d10 | 4d10 |
| 5th10th | 2d10 | 4d10 | 10d10 |
| 11th16th | 4d10 | 10d10 | 18d10 |
| 17th20th | 10d10 | 18d10 | 24d10 |
##### Complex Traps
Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.
When a complex trap activates, it rolls initiative. The traps description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works best as a complex trap. On the traps turn, the water level rises. After several rounds, the room is completely flooded.
#### Sample Traps
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
##### Collapsing Roof
_Mechanical trap_
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves tools disables the trip wire harmlessly. A character without thieves tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that its in danger of collapse.
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
##### Falling Net
_Mechanical trap_
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves tools breaks the trip wire harmlessly. A character without thieves tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section.
##### Fire-Breathing Statue
_Magic trap_
This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.
##### Pits
_Mechanical trap_
Four basic pit traps are presented here.
**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pits edge and camouflaged with dirt and debris.
The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pits depth (usually 10 feet, but some pits are deeper).
**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pits cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.
Once the pit trap is detected, an iron spike or similar object can be wedged between the pits cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.
**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.
**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
##### Poison Darts
_Mechanical trap_
When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8
bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts dont hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
##### Poison Needle
_Mechanical trap_
A poisoned needle is hidden within a treasure chests lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11
(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the traps presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
##### Rolling Sphere
_Mechanical trap_
When 20 or more pounds of pressure are placed on this traps pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone.
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plates presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creatures space or a creature enters its space while its rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
The sphere stops when it hits a wall or similar barrier. It cant go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.
As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the spheres speed is reduced by 15 feet. If the spheres speed drops to 0, it stops moving and is no longer a threat.
##### Sphere of Annihilation
_Magic trap_
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that cant be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.
### Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of _lesser restoration_. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works arent bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
#### Sample Diseases
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
##### Cackle Fever
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that cant be removed until the disease is cured.
Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
##### Sewer Plague
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
It takes 1d4 days for sewer plagues symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the characters exhaustion level decreases by one level. If a successful saving throw reduces the infected creatures level of exhaustion below 1, the creature recovers from the disease.
##### Sight Rot
This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creatures vision starts to become blurry. The creature takes a 1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches 5, the victim is blinded until its sight is restored by magic such as _lesser restoration_ or _heal_.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
### Madness
In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
#### Going Mad
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
#### Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
**Short-Term Madness (table)**
| d100 | Effect (lasts 1d10 minutes) |
| ------ | ---------------------------------------------------------------------------------------------------------------------------- |
| 0120 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 2130 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 3140 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 4150 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 5160 | The character must use his or her action each round to attack the nearest creature. |
| 6170 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 7175 | The character does whatever anyone tells him or her to do that isnt obviously self- destructive. |
| 7680 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 8190 | The character is stunned. |
| 91100 | The character falls unconscious. |
**Long-Term Madness (table)**
| d100 | Effect (lasts 1d10 × 10 hours) |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0110 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 1120 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 2130 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
| 3140 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
| 4145 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
| 4655 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
| 5665 | The character is blinded (25%) or deafened (75%). |
| 6675 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
| 7685 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesnt recognize other people or remember anything that happened before the madness took effect. |
| 8690 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
| 9195 | The character loses the ability to speak. |
| 96100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
**Indefinite Madness (table)**
| d100 | Flaw (lasts until cured) |
| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 0115 | “Being drunk keeps me sane.” |
| 1625 | “I keep whatever I find.” |
| 2630 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
| 3135 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
| 3645 | “Achieving my goal is the only thing of interest to me, and Ill ignore everything else to pursue it.” |
| 4650 | “I find it hard to care about anything that goes on around me.” |
| 5155 | “I dont like the way people judge me all the time.” |
| 5670 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
| 7180 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure theyre watching me all the time.” |
| 8185 | “Theres only one person I can trust. And only I can see this special friend.” |
| 8695 | “I cant take anything seriously. The more serious the situation, the funnier I find it.” |
| 96100 | “Ive discovered that I really like killing people.” |
#### Curing Madness
A _calm emotions_ spell can suppress the effects of madness, while a _lesser restoration_ spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, _remove curse_ or _dispel evil_ might also prove effective. A _greater restoration_ spell or more powerful magic is required to rid a character of indefinite madness.
### Objects
When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
#### Statistics for Objects
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.
**_Armor Class_**. An objects Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
**Object Armor Class (table)**
| Substance | AC |
| ------------------- | --- |
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
**_Hit Points_**. An objects hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.
**Object Hit Points (table)**
| Size | Fragile | Resilient |
| ----------------------------------- | -------- | --------- |
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) |
**_Huge and Gargantuan Objects_**. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an _earthquake_ spell can reduce a colossus to rubble. You can track a Huge or Gargantuan objects hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each sections hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
**_Objects and Damage Types_**. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but cant effectively cut down a tree. As always, use your best judgment.
**_Damage Threshold_**. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the objects damage threshold is considered superficial and doesnt reduce the objects hit points.
### Poisons
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
**_Contact_**. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
**_Ingested_**. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
**_Inhaled_**. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding ones breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
**_Injury_**. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
**Poisons (table)**
| Item | Type | Price per Dose |
| ------------------ | -------- | -------------- |
| Assassins blood | Ingested | 150 gp |
| Burnt othur fumes | Inhaled | 500 gp |
| Crawler mucus | Contact | 200 gp |
| Drow poison | Injury | 200 gp |
| Essence of ether | Inhaled | 300 gp |
| Malice | Inhaled | 250 gp |
| Midnight tears | Ingested | 1,500 gp |
| Oil of taggit | Contact | 400 gp |
| Pale tincture | Ingested | 250 gp |
| Purple worm poison | Injury | 2,000 gp |
| Serpent venom | Injury | 200 gp |
| Torpor | Ingested | 600 gp |
| Truth serum | Ingested | 150 gp |
| Wyvern poison | Injury | 1,200 gp |
#### Sample Poisons
Each type of poison has its own debilitating effects.
**_Assassins Blood (Ingested)_**. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isnt poisoned.
**_Burnt Othur Fumes (Inhaled)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
**_Crawler Mucus (Contact)_**. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**_Drow Poison (Injury)_**. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
**_Essence of Ether (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
**_Malice (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
**_Midnight Tears (Ingested)_**. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
**_Oil of Taggit (Contact)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
**_Pale Tincture (Ingested)_**. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals cant be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
**_Purple Worm Poison (Injury)_**. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
**_Serpent Venom (Injury)_**. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
**_Torpor (Ingested)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
**_Truth Serum (Ingested)_**. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature cant knowingly speak a lie, as if under the effect of a _zone of truth_ spell.
**_Wyvern Poison (Injury)_**. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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