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# OGL-SRD5
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Dungeons & Dragons 5th Edition System Resource Document (SRD) v5.1; not just converted from the PDF, but fully edited, updated and maintained in Markdown format.
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Dungeons & Dragons 5th Edition System Reference Document (SRD) v5.1; not just converted from the PDF, but fully edited, updated and maintained in Markdown format.
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---
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title: 'D&D SRD 5.1'
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title: Welcome!
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body_classes: 'title-center title-h1h2'
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---
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# Say Hello to Grav!
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## installation successful...
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## Dungeons & Dragons 5th Edition System Reference Document v5.1
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Congratulations! You have installed the **Base Grav Package** that provides a **simple page** and the default **Quark** theme to get you started.
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!! If you see a **404 Error** when you click `Typography` in the menu, please refer to the [troubleshooting guide](http://learn.getgrav.org/troubleshooting/page-not-found).
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### Find out all about Grav
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* Learn about **Grav** by checking out our dedicated [Learn Grav](http://learn.getgrav.org) site.
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* Download **plugins**, **themes**, as well as other Grav **skeleton** packages from the [Grav Downloads](http://getgrav.org/downloads) page.
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* Check out our [Grav Development Blog](http://getgrav.org/blog) to find out the latest goings on in the Grav-verse.
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!!! If you want a more **full-featured** base install, you should check out [**Skeleton** packages available in the downloads](http://getgrav.org/downloads).
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### Edit this Page
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To edit this page, simply navigate to the folder you installed **Grav** into, and then browse to the `user/pages/01.home` folder and open the `default.md` file in your [editor of choice](http://learn.getgrav.org/basics/requirements). You will see the content of this page in [Markdown format](http://learn.getgrav.org/content/markdown).
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### Create a New Page
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Creating a new page is a simple affair in **Grav**. Simply follow these simple steps:
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1. Navigate to your pages folder: `user/pages/` and create a new folder. In this example, we will use [explicit default ordering](http://learn.getgrav.org/content/content-pages) and call the folder `03.mypage`.
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2. Launch your text editor and paste in the following sample code:
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---
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title: My New Page
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---
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# My New Page!
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This is the body of **my new page** and I can easily use _Markdown_ syntax here.
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3. Save this file in the `user/pages/03.mypage/` folder as `default.md`. This will tell **Grav** to render the page using the **default** template.
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4. That is it! Reload your browser to see your new page in the menu.
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! NOTE: The page will automatically show up in the Menu after the "Home" menu item. If you wish to change the name that shows up in the Menu, simple add: `menu: My Page` between the dashes in the page content. This is called the YAML front matter, and it is where you configure page-specific options.
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title: Races
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---
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[TOC]
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#### Racial Traits
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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.
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title: Classes
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---
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[TOC]
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### Barbarian
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#### Class Features
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title: 'Beyond 1st Level'
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---
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[TOC]
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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**.
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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.
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title: Equipment
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---
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[TOC]
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Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
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With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
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title: 'Using Ability Scores'
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---
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[TOC]
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Six abilities provide a quick description of every creature’s physical and mental characteristics:
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* **Strength**, measuring physical power
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title: 'The Order of Combat'
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---
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[TOC]
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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
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**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.
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title: Spellcasting
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---
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[TOC]
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Magic permeates fantasy gaming worlds and often appears in the form of a spell.
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This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
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title: Conditions
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---
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[TOC]
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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.
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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.
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title: 'Fantasy-Historical Pantheons'
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---
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[TOC]
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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.
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### The Celtic Pantheon
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title: 'The Planes of Existence'
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---
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[TOC]
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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.
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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.
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title: 'Running the Game'
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---
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[TOC]
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### Traps
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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.
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title: Monsters
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---
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[TOC]
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A monster’s statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster.
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>**Modifying Creatures**
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>
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>Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.
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#### Size
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A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the _Player’s Handbook_ for more information on creature size and space.
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| Huge | 15 by 15 ft. | Fire giant, treant |
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| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |
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>**Modifying Creatures**
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>
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>Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.
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#### Type
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A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an _arrow of dragon slaying_ deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.
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title: 'Miscellaneous Creatures'
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---
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[TOC]
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This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.
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### Ape
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title: 'Non-Player Characters'
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---
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[TOC]
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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.
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### Customizing NPCs
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