Marekdown Corrections

Technical corrections in the Markdown.
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B.A. Umberger 2019-10-08 03:25:47 -05:00
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16 changed files with 1524 additions and 29208 deletions

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@ -16,11 +16,11 @@
#### 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%20Compilation.md).
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip).
* 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 [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).
* 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%20Compilation.md).
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip).
* 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 [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).
<hr>

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@ -20,16 +20,16 @@ media_order: 'DnD_Logo.png,DnD_PHB.jpg,DnD_DMG.jpg,DnD_MM.jpg,DnD_Starter_Art.jp
! The documents contained herein are edited from scratch into Markdown format for portability and conversion to other formats. This is not a basic conversion as you find elsewhere, we have painstakingly remastered the original Wizard's SRD PDF to markdown paragraph-by-paragraph. The original documents can be downloaded from our [Cry Havoc Studio GitHub repository](https://github.com/CryHavocStudio/OGL-SRD5). Please report any issues you find through our GitHub account. Thank you!
#### New Features
1. **Powerful search engines** for the D&D 5E SRD using our standard highlight search field (upper-left sidebar), or use the new _TNT Search_, an advanced full-text search feature (also upper-left sidebar), or perform a [custom Google search](https://cse.google.com/cse?cx=001286843246981938841:_5jzoxwanvq) of the SRD.
2. **Public editing** and the correction of errors on pages now available directly through GitHub. Links can be found in the upper right-hand corner of each page. **NOTE:** A free GitHub account/membership is required. **WARNING:** Abuse of this wiki-like process shall not be tollerated resulting in the denial of public editing. Thank you for your cooperation and collaboration!
1. **Powerful search engines** for the D&D 5E SRD using our standard highlight search field (upper-left sidebar), or use the new _TNT Search_, an advanced full-text search feature (also upper-left sidebar), or perform a [custom Google search](https://cse.google.com/cse?cx=001286843246981938841:_5jzoxwanvq) of the SRD.
2. **Public editing** and the correction of errors on pages now available directly through GitHub. Links can be found in the upper right-hand corner of each page. **NOTE:** A free GitHub account/membership is required. **WARNING:** Abuse of this wiki-like process shall not be tollerated resulting in the denial of public editing. Thank you for your cooperation and collaboration!
#### 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%20Compilation.md).
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip).
* 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 [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).
* 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%20Compilation.md).
* Download the remastered [SRD v5.1 in Markdown format (full compilation)](https://github.com/Umbyology/OGL-SRD5/archive/master.zip).
* 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 [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets).
#### Official D&D Core Rule Books

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@ -241,9 +241,9 @@ As a rock gnome, you have a natural inventiveness and hardiness beyond that of o
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.
* _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.
* _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
@ -316,6 +316,6 @@ Tieflings share certain racial traits as a result of their infernal descent.
**_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.

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@ -34,34 +34,34 @@ As a barbarian, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a greataxe or (*b*) any martial melee weapon
* (*a*) two handaxes or (*b*) any simple weapon
* An explorers pack and four javelins
* (_a_) a greataxe or (_b_) any martial melee weapon
* (_a_) two handaxes or (_b_) any simple weapon
* An explorers pack and four javelins
**The Barbarian (table)**
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|--------|-------------------|-------------------------------|-----------|-------------|
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6th | +3 | Path feature | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 | +2 |
| 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
| 10th | +4 | Path feature | 4 | +3 |
| 11th | +4 | Relentless | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 14th | +5 | Path feature | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 | +3 |
| 16th | +5 | Ability Score Improvement | 5 | +4 |
| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | Unlimited | +4 |
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
| ----- | ----------------- | ----------------------------- | --------- | ----------- |
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6th | +3 | Path feature | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 | +2 |
| 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
| 10th | +4 | Path feature | 4 | +3 |
| 11th | +4 | Relentless | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 14th | +5 | Path feature | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 | +3 |
| 16th | +5 | Ability Score Improvement | 5 | +4 |
| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | Unlimited | +4 |
#### Rage
@ -69,9 +69,9 @@ In battle, you fight with primal ferocity. On your turn, you can enter a rage as
While raging, you gain the following benefits if you arent wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you cant cast them or concentrate on them while raging.
@ -193,15 +193,15 @@ As a bard, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon
* (*a*) a diplomats pack or (*b*) an entertainers pack
* (*a*) a lute or (*b*) any other musical instrument
* Leather armor and a dagger
* (_a_) a rapier, (_b_) a longsword, or (_c_) any simple weapon
* (_a_) a diplomats pack or (_b_) an entertainers pack
* (_a_) a lute or (_b_) any other musical instrument
* Leather armor and a dagger
**The Bard (table)**
| Level | Proficieny Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|------------------|------------------------------------------------------|--------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ---------------- | ---------------------------------------------------- | ------------ | -------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
@ -237,7 +237,7 @@ You know two cantrips of your choice from the bard spell list. You learn additio
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.
For example, if you know the 1st-level spell_cure wounds_ and have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ using either slot.
##### Spells Known of 1st Level and Higher
@ -375,16 +375,16 @@ As a cleric, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a mace or (*b*) a warhammer (if proficient)
* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)
* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
* (*a*) a priests pack or (*b*) an explorers pack
* A shield and a holy symbol
* (_a_) a mace or (_b_) a warhammer (if proficient)
* (_a_) scale mail, (_b_) leather armor, or (_c_) chain mail (if proficient)
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a priests pack or (_b_) an explorers pack
* A shield and a holy symbol
**The Cleric (table)**
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ----------------- | ----------------------------------------------------------------------- | -------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
@ -421,7 +421,7 @@ The Cleric table shows how many spell slots you have to cast your spells of 1st
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -480,7 +480,7 @@ Starting at 5th level, when an undead fails its saving throw against your Turn U
**Destroy Undead (table)**
| Cleric Level | Destroys Undead of CR... |
|--------------|--------------------------|
| ------------ | ------------------------ |
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
@ -506,7 +506,7 @@ The Life domain focuses on the vibrant positive energy—one of the fundamental
**Life Domain Spells (table)**
| Cleric Level | Spells |
|--------------|--------------------------------------|
| ------------ | ------------------------------------ |
| 1st | bless, cure wounds |
| 3rd | lesser restoration, spiritual weapon |
| 5th | beacon of hope, revivify |
@ -569,14 +569,14 @@ As a druid, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a wooden shield or (*b*) any simple weapon
* (*a*) a scimitar or (*b*) any simple melee weapon
* Leather armor, an explorers pack, and a druidic focus
* (_a_) a wooden shield or (_b_) any simple weapon
* (_a_) a scimitar or (_b_) any simple melee weapon
* Leather armor, an explorers pack, and a druidic focus
**The Druid (table)**
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|---------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ----------------- | ------------------------------------------------- | -------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
@ -616,7 +616,7 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -645,7 +645,7 @@ Your druid level determines the beasts you can transform into, as shown in the B
**Beast Shapes (table)**
| Level | Max. CR | Limitations | Example |
|-------|---------|-----------------------------|-------------|
| ----- | ------- | --------------------------- | ----------- |
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | — | Giant eagle |
@ -654,11 +654,11 @@ You can stay in a beast shape for a number of hours equal to half your druid lev
While you are transformed, the following rules apply:
* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creatures bonus instead of yours. If the creature has any legendary or lair actions, you cant use them.
* When you transform, you assume the beasts hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.
* You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that youve already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you cant use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creatures shape and size. Your equipment doesnt change size or shape to match the new form, and any equipment that the new form cant wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creatures bonus instead of yours. If the creature has any legendary or lair actions, you cant use them.
* When you transform, you assume the beasts hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.
* You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as _call lightning_, that youve already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you cant use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creatures shape and size. Your equipment doesnt change size or shape to match the new form, and any equipment that the new form cant wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
#### Druid Circle
@ -708,7 +708,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Arctic (table)**
| Druid Level | Circle Spells |
|-------------|-----------------------------------|
| ----------- | --------------------------------- |
| 3rd | hold person, spike growth |
| 5th | sleet storm, slow |
| 7th | freedom of movement, ice storm |
@ -717,7 +717,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Coast (table)**
| Druid Level | Circle Spells |
|-------------|------------------------------------|
| ----------- | ---------------------------------- |
| 3rd | mirror image, misty step |
| 5th | water breathing, water walk |
| 7th | control water, freedom of movement |
@ -726,7 +726,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Desert (table)**
| Druid Level | Circle Spells |
|-------------|-----------------------------------------------|
| ----------- | --------------------------------------------- |
| 3rd | blur, silence |
| 5th | create food and water, protection from energy |
| 7th | blight, hallucinatory terrain |
@ -735,7 +735,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Forest (table)**
| Druid Level | Circle Spells |
|-------------|----------------------------------|
| ----------- | -------------------------------- |
| 3rd | barkskin, spider climb |
| 5th | call lightning, plant growth |
| 7th | divination, freedom of movement |
@ -744,7 +744,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Grassland (table)**
| Druid Level | Circle Spells |
|-------------|----------------------------------|
| ----------- | -------------------------------- |
| 3rd | invisibility, pass without trace |
| 5th | daylight, haste |
| 7th | divination, freedom of movement |
@ -753,7 +753,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Mountain (table)**
| Druid Level | Circle Spells |
|-------------|---------------------------------|
| ----------- | ------------------------------- |
| 3rd | spider climb, spike growth |
| 5th | lightning bolt, meld into stone |
| 7th | stone shape, stoneskin |
@ -762,7 +762,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Swamp (table)**
| Druid Level | Circle Spells |
|-------------|--------------------------------------|
| ----------- | ------------------------------------ |
| 3rd | acid arrow, darkness |
| 5th | water walk, stinking cloud |
| 7th | freedom of movement, locate creature |
@ -772,7 +772,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the _entangle_ spell.
###### Natures Ward
@ -826,15 +826,15 @@ As a fighter, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows
* (*a*) a martial weapon and a shield or (*b*) two martial weapons
* (*a*) a light crossbow and 20 bolts or (*b*) two handaxes
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* (_a_) chain mail or (_b_) leather armor, longbow, and 20 arrows
* (_a_) a martial weapon and a shield or (_b_) two martial weapons
* (_a_) a light crossbow and 20 bolts or (_b_) two handaxes
* (_a_) a dungeoneers pack or (_b_) an explorers pack
**The Fighter (table)**
| Level | Proficiency Bonus | Features |
|-------|-------------------|---------------------------------------------------|
| ----- | ----------------- | ------------------------------------------------- |
| 1st | +2 | Fighting Style, Second Wind |
| 2nd | +2 | Action Surge (one use) |
| 3rd | +2 | Martial Archetype |
@ -974,14 +974,14 @@ As a monk, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a shortsword or (*b*) any simple weapon
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* 10 darts
* (_a_) a shortsword or (_b_) any simple weapon
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* 10 darts
**The Monk (table)**
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------|
| ----- | ----------------- | ------------ | --------- | ------------------ | ------------------------------------------------ |
| 1st | +2 | 1d4 | — | - | Unarmored Defense, Martial Arts |
| 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
| 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
@ -1013,9 +1013,9 @@ At 1st level, your practice of martial arts gives you mastery of combat styles t
You gain the following benefits while you are unarmed or wielding only monk weapons and you arent wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you havent already taken a bonus action this turn.
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you havent already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.
@ -1081,7 +1081,7 @@ Starting at 6th level, your unarmed strikes count as magical for the purpose of
#### Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragons lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragons lightning breath or a _fireball_ spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
#### Stillness of Mind
@ -1109,7 +1109,7 @@ At 15th level, your ki sustains you so that you suffer none of the frailty of ol
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you cant take any other creatures with you.
Additionally, you can spend 8 ki points to cast the _astral projection_ spell, without needing material components. When you do so, you cant take any other creatures with you.
#### Perfect Self
@ -1126,9 +1126,9 @@ Monks of the Way of the Open Hand are the ultimate masters of martial arts comba
###### Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemys ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It cant take reactions until the end of your next turn.
* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It cant take reactions until the end of your next turn.
###### Wholeness of Body
@ -1136,7 +1136,7 @@ At 6th level, you gain the ability to heal yourself. As an action, you can regai
###### Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a _sanctuary_ spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
###### Quivering Palm
@ -1173,15 +1173,15 @@ As a paladin, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a martial weapon and a shield or (*b*) two martial weapons
* (*a*) five javelins or (*b*) any simple melee weapon
* (*a*) a priests pack or (*b*) an explorers pack
* Chain mail and a holy symbol
* (_a_) a martial weapon and a shield or (_b_) two martial weapons
* (_a_) five javelins or (_b_) any simple melee weapon
* (_a_) a priests pack or (_b_) an explorers pack
* Chain mail and a holy symbol
**The Paladin (table)**
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|-------|-------------------|--------------------------------------------|-----|-----|-----|-----|-----|
| ----- | ----------------- | ------------------------------------------ | --- | --- | --- | --- | --- |
| 1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
| 3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
@ -1207,7 +1207,7 @@ You start with the following equipment, in addition to the equipment granted by
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire
Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.
Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the _hallow_ spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
@ -1251,7 +1251,7 @@ The Paladin table shows how many spell slots you have to cast your spells. To ca
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -1354,7 +1354,7 @@ You gain oath spells at the paladin levels listed.
**Oath of Devotion Spells (table)**
| Level | Paladin Spells |
|-------|------------------------------------------|
| ----- | ---------------------------------------- |
| 3rd | protection from evil and good, sanctuary |
| 5th | lesser restoration, zone of truth |
| 9th | beacon of hope, dispel magic |
@ -1381,7 +1381,7 @@ At 18th level, the range of this aura increases to 30 feet.
###### Purity of Spirit
Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.
Beginning at 15th level, you are always under the effects of a _protection from evil and good_ spell.
###### Holy Nimbus
@ -1430,15 +1430,15 @@ As a ranger, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) scale mail or (*b*) leather armor
* (*a*) two shortswords or (*b*) two simple melee weapons
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* A longbow and a quiver of 20 arrows
* (_a_) scale mail or (_b_) leather armor
* (_a_) two shortswords or (_b_) two simple melee weapons
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* A longbow and a quiver of 20 arrows
**The Ranger (table)**
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|-------|-------------------|---------------------------------------------------|--------------|-----|-----|-----|-----|-----|
| ----- | ----------------- | ------------------------------------------------- | ------------ | --- | --- | --- | --- | --- |
| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
@ -1477,12 +1477,12 @@ You choose one additional favored enemy, as well as an associated language, at 6
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that youre proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
* Difficult terrain doesnt slow your groups travel.
* Your group cant become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
* Difficult terrain doesnt slow your groups travel.
* Your group cant become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
@ -1514,7 +1514,7 @@ By the time you reach 2nd level, you have learned to use the magical essence of
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot.
For example, if you know the 1st-level spell _animal friendship_ and have a 1st-level and a 2nd-level spell slot available, you can cast _animal friendship_ using either slot.
##### Spells Known of 1st Level and Higher
@ -1552,7 +1552,7 @@ Beginning at 5th level, you can attack twice, instead of once, whenever you take
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the _entangle_ spell.
#### Hide in Plain Sight
@ -1614,7 +1614,7 @@ At 11th level, you gain one of the following features of your choice.
At 15th level, you gain one of the following features of your choice.
**_Evasion_**. When you are subjected to an effect, such as a red dragons fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
**_Evasion_**. When you are subjected to an effect, such as a red dragons fiery breath or a _lightning bolt_ spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
**_Stand Against the Tide_**. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
@ -1649,15 +1649,15 @@ As a rogue, you have the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a rapier or (*b*) a shortsword
* (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword
* (*a*) a burglars pack, (*b*) a dungeoneers pack, or (*c*) an explorers pack
* (*a*) Leather armor, two daggers, and thieves tools
* (_a_) a rapier or (_b_) a shortsword
* (_a_) a shortbow and quiver of 20 arrows or (_b_) a shortsword
* (_a_) a burglars pack, (_b_) a dungeoneers pack, or (_c_) an explorers pack
* (_a_) Leather armor, two daggers, and thieves tools
**The Rogue (table)**
| Level | Proficiency Bonus | Sneak Attack | Features |
|-------|-------------------|--------------|----------------------------------------|
| ----- | ----------------- | ------------ | -------------------------------------- |
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves Cant |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Roguish Archetype |
@ -1717,7 +1717,7 @@ Starting at 5th level, when an attacker that you can see hits you with an attack
#### Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragons fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragons fiery breath or an _ice storm_ spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
#### Reliable Talent
@ -1800,15 +1800,15 @@ As a sorcerer, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
* (*a*) a component pouch or (*b*) an arcane focus
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* Two daggers
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* Two daggers
**The Sorcerer (table)**
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ----------------- | -------------- | ------------------------------ | -------------- | ------------ | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
@ -1842,7 +1842,7 @@ At 1st level, you know four cantrips of your choice from the sorcerer spell list
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.
For example, if you know the 1st-level spell _burning hands_ and have a 1st-level and a 2nd-level spell slot available, you can cast _burning hands_ using either slot.
##### Spells Known of 1st Level and Higher
@ -1889,7 +1889,7 @@ Any spell slot you create with this feature vanishes when you finish a long rest
**Creating Spell Slots (table)**
| Spell Slot Level | Sorcery Point Cost |
|------------------|--------------------|
| ---------------- | ------------------ |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
@ -1940,7 +1940,7 @@ When you cast a spell, you can spend 1 sorcery point to cast it without any soma
When you cast a spell that targets only one creature and doesnt have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spells current level. For example, *magic missile* and *scorching ray* arent eligible, but *ray of frost* and *chromatic orb* are.
To be eligible, a spell must be incapable of targeting more than one creature at the spells current level. For example, _magic missile_ and _scorching ray_ arent eligible, but _ray of frost_ and _chromatic orb_ are.
#### Ability Score Improvement
@ -1965,7 +1965,7 @@ At 1st level, you choose one type of dragon as your ancestor. The damage type as
**Draconic Ancestry (table)**
| Dragon | Damage Type |
|--------|-------------|
| ------ | ----------- |
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
@ -2028,15 +2028,15 @@ As a warlock, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* a light crossbow and 20 bolts or (*b*) any simple weapon
* *(a)* a component pouch or (*b*) an arcane focus
* *(a)* a scholars pack or (*b*) a dungeoneers pack
* Leather armor, any simple weapon, and two daggers
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a scholars pack or (_b_) a dungeoneers pack
* Leather armor, any simple weapon, and two daggers
**The Warlock (table)**
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------|
| ----- | ----------------- | ------------------------------- | -------------- | ------------ | ----------- | ---------- | ----------------- |
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
@ -2074,7 +2074,7 @@ You know two cantrips of your choice from the warlock spell list. You learn addi
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _thunderwave_, you must spend one of those slots, and you cast it as a 3rd-level spell.
##### Spells Known of 1st Level and Higher
@ -2110,7 +2110,7 @@ At 3rd level, your otherworldly patron bestows a gift upon you for your loyal se
##### Pact of the Chain
You learn the *find familiar* spell and can cast it as a ritual. The spell doesnt count against your number of spells known.
You learn the _find familiar_ spell and can cast it as a ritual. The spell doesnt count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
@ -2152,23 +2152,23 @@ If an eldritch invocation has prerequisites, you must meet them to learn it. You
##### Agonizing Blast
*Prerequisite:* eldritch blast *cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.
When you cast _eldritch blast_, add your Charisma modifier to the damage it deals on a hit.
##### Armor of Shadows
You can cast *mage armor* on yourself at will, without expending a spell slot or material components.
You can cast _mage armor_ on yourself at will, without expending a spell slot or material components.
##### Ascendant Step
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *levitate* on yourself at will, without expending a spell slot or material components.
You can cast _levitate_ on yourself at will, without expending a spell slot or material components.
##### Beast Speech
You can cast *speak with animals* at will, without expending a spell slot.
You can cast _speak with animals_ at will, without expending a spell slot.
##### Beguiling Influence
@ -2176,13 +2176,13 @@ You gain proficiency in the Deception and Persuasion skills.
##### Bewitching Whispers
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *compulsion* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _compulsion_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Book of Ancient Secrets
*Prerequisite: Pact of the Tome feature*
_Prerequisite: Pact of the Tome feature_
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classs spell list (the two neednt be from the same list). The spells appear in the book and dont count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You cant cast the spells except as rituals, unless youve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
@ -2190,9 +2190,9 @@ On your adventures, you can add other ritual spells to your Book of Shadows. Whe
##### Chains of Carceri
*Prerequisite: 15th level, Pact of the Chain feature*
_Prerequisite: 15th level, Pact of the Chain feature_
You can cast *hold monster* at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
You can cast _hold monster_ at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
##### Devils Sight
@ -2200,19 +2200,19 @@ You can see normally in darkness, both magical and nonmagical, to a distance of
##### Dreadful Word
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *confusion* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _confusion_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Eldritch Sight
You can cast *detect magic* at will, without expending a spell slot.
You can cast _detect magic_ at will, without expending a spell slot.
##### Eldritch Spear
*Prerequisite:* eldritch blast *cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you cast *eldritch blast*, its range is 300 feet.
When you cast _eldritch blast_, its range is 300 feet.
##### Eyes of the Rune Keeper
@ -2220,7 +2220,7 @@ You can read all writing.
##### Fiendish Vigor
You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.
You can cast _false life_ on yourself at will as a 1st-level spell, without expending a spell slot or material components.
##### Gaze of Two Minds
@ -2228,97 +2228,97 @@ You can use your action to touch a willing humanoid and perceive through its sen
##### Lifedrinker
*Prerequisite: 12th level, Pact of the Blade feature*
_Prerequisite: 12th level, Pact of the Blade feature_
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
##### Mask of Many Faces
You can cast *disguise self* at will, without expending a spell slot.
You can cast _disguise self_ at will, without expending a spell slot.
##### Master of Myriad Forms
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can cast *alter self* at will, without expending a spell slot.
You can cast _alter self_ at will, without expending a spell slot.
##### Minions of Chaos
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *conjure elemental* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _conjure elemental_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Mire the Mind
*Prerequisite: 5th level*
_Prerequisite: 5th level_
You can cast *slow* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _slow_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Misty Visions
You can cast *silent image* at will, without expending a spell slot or material components.
You can cast _silent image_ at will, without expending a spell slot or material components.
##### One with Shadows
*Prerequisite: 5th level*
_Prerequisite: 5th level_
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
##### Otherworldly Leap
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *jump* on yourself at will, without expending a spell slot or material components.
You can cast _jump_ on yourself at will, without expending a spell slot or material components.
##### Repelling Blast
*Prerequisite:* eldritch blas*t cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line.
When you hit a creature with _eldritch blast_, you can push the creature up to 10 feet away from you in a straight line.
##### Sculptor of Flesh
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *polymorph* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _polymorph_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Sign of Ill Omen
*Prerequisite: 5th level*
_Prerequisite: 5th level_
You can cast *bestow curse* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _bestow curse_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Thief of Five Fates
You can cast *bane* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _bane_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Thirsting Blade
*Prerequisite: 5th level, Pact of the Blade feature*
_Prerequisite: 5th level, Pact of the Blade feature_
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
##### Visions of Distant Realms
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can cast *arcane eye* at will, without expending a spell slot.
You can cast _arcane eye_ at will, without expending a spell slot.
##### Voice of the Chain Master
*Prerequisite: Pact of the Chain feature*
_Prerequisite: Pact of the Chain feature_
You can communicate telepathically with your familiar and perceive through your familiars senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiars senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
##### Whispers of the Grave
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *speak with dead* at will, without expending a spell slot.
You can cast _speak with dead_ at will, without expending a spell slot.
##### Witch Sight
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
@ -2339,7 +2339,7 @@ The Fiend lets you choose from an expanded list of spells when you learn a warlo
**Fiend Expanded Spells (table)**
| Spell Level | Spells |
|-------------|-----------------------------------|
| ----------- | --------------------------------- |
| 1st | burning hands, command |
| 2nd | blindness/deafness, scorching ray |
| 3rd | fireball, stinking cloud |
@ -2407,35 +2407,35 @@ As a wizard, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* a quarterstaff or (*b*) a dagger
* *(a)* a component pouch or (*b*) an arcane focus
* *(a)* a scholars pack or (*b*) an explorers pack
* A spellbook
* (_a_) a quarterstaff or (_b_) a dagger
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a scholars pack or (_b_) an explorers pack
* A spellbook
**The Wizard (table)**
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|--------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| ----- | ----------------- | ----------------------------- | -------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### Spellcasting
@ -2455,7 +2455,7 @@ The Wizard table shows how many spell slots you have to cast your spells of 1st
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if youre a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile,* you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if youre a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell _magic missile_, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

View file

@ -17,7 +17,7 @@ The Character Advancement table summarizes the XP you need to advance in levels
**Character Advancement (table)**
| Experience Points | Level | Proficiency Bonus |
|-------------------|-------|-------------------|
| ----------------- | ----- | ----------------- |
| 0 | 1 | +2 |
| 300 | 2 | +2 |
| 900 | 3 | +2 |
@ -54,7 +54,7 @@ To qualify for a new class, you must meet the ability score prerequisites for bo
**Multiclassing Prerequisites (table)**
| Class | Ability Score Minimum |
|-----------|-----------------------------|
| --------- | --------------------------- |
| Barbarian | Strength 13 |
| Bard | Charisma 13 |
| Cleric | Wisdom 13 |
@ -89,7 +89,7 @@ When you gain your first level in a class other than your initial class, you gai
**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 |
@ -138,7 +138,7 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
**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 | — | — | — | — | — | — | — |
@ -205,7 +205,7 @@ Some of these languages are actually families of languages with many dialects. F
**Standard Languages (table)**
| Language | Typical Speakers | Script |
|----------|------------------|----------|
| -------- | ---------------- | -------- |
| Common | Humans | Common |
| Dwarvish | Dwarves | Dwarvish |
| Elvish | Elves | Elvish |
@ -218,7 +218,7 @@ Some of these languages are actually families of languages with many dialects. F
**Exotic Languages (table)**
| Language | Typical Speakers | Script |
|-------------|---------------------|-----------|
| ----------- | ------------------- | --------- |
| Abyssal | Demons | Infernal |
| Celestial | Celestials | Celestial |
| Draconic | Dragons, dragonborn | Draconic |
@ -248,7 +248,7 @@ Additionally, if you have inspiration, you can reward another player for good ro
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?
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.
@ -300,40 +300,40 @@ Acolytes are shaped by their experience in temples or other religious communitie
**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. |
| 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 | 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 | 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. |
| 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. |

View file

@ -19,7 +19,7 @@ A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
**Standard Exchange Rates (table)**
| Coin | CP | SP | EP | GP | PP |
|---------------|-------|------|------|-------|---------|
| ------------- | ----- | ---- | ---- | ----- | ------- |
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |
@ -95,7 +95,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
**Armor (table)**
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------------------|----------|---------------------------|----------|--------------|--------|
| ------------------ | -------- | ------------------------- | -------- | ------------ | ------ |
| **_Light Armor_** | | | | | |
| Padded | 5 gp | 11 + Dex modifier | — | Disadvantage | 8 lb. |
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
@ -125,7 +125,7 @@ The time it takes to don or doff armor depends on the armors category.
**Donning and Doffing Armor (table)**
| Category | Don | Doff |
|--------------|------------|-----------|
| ------------ | ---------- | --------- |
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 10 minutes | 5 minutes |
@ -153,7 +153,7 @@ If you use a weapon that has the ammunition property to make a melee attack, you
**_Finesse_**. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
**_Heavy_**. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapons size and bulk make it too large for a Small creature to use effectively.
**_Heavy_**. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapons size and bulk make it too large for a Small creature to use effectively.
**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
@ -196,7 +196,7 @@ When you use an action, bonus action, or reaction to attack with a net, you can
**Weapons (table)**
| Name | Cost | Damage | Weight | Properties |
|------------------------------|-------|-----------------|---------|--------------------------------------------------------|
| ---------------------------- | ----- | --------------- | ------- | ------------------------------------------------------ |
| **_Simple Melee Weapons_** | | | | |
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
@ -296,7 +296,7 @@ Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim
**_Mess Kit_**. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
**_Poison, Basic_**. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
@ -324,7 +324,7 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo
**Adventuring Gear (table)**
| Item | Cost | Weight |
|------------------------------|----------|--------------|
| ---------------------------- | -------- | ------------ |
| Abacus | 2 gp | 2 lb. |
| Acid (vial) | 25 gp | 1 lb. |
| Alchemists fire (flask) | 50 gp | 1 lb. |
@ -376,7 +376,7 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo
| Hammer | 1 gp | 3 lb. |
| Hammer, sledge | 2 gp | 10 lb. |
| Healers kit | 5 gp | 3 lb. |
| **_Holy symbol _** | | |
| **_Holy symbol_** | | |
| - Amulet | 5 gp | 1 lb. |
| - Emblem | 5 gp | — |
| - Reliquary | 5 gp | 2 lb. |
@ -474,7 +474,7 @@ A tool helps you to do something you couldn't otherwise do, such as craft or rep
**Tools (table)**
| Item | Cost | Weight |
|---------------------------|-------|--------|
| ------------------------- | ----- | ------ |
| **_Artisans tools_** | | |
| - Alchemists supplies | 50 gp | 8 lb. |
| - Brewers supplies | 20 gp | 9 lb. |
@ -554,7 +554,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Mounts and Other Animals (table)**
| Item | Cost | Speed | Carrying Capacity |
|----------------|--------|--------|-------------------|
| -------------- | ------ | ------ | ----------------- |
| Camel | 50 gp | 50 ft. | 480 lb. |
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
@ -567,7 +567,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Tack, Harness, and Drawn Vehicles (table)**
| Item | Cost | Weight |
|--------------------|--------|---------|
| ------------------ | ------ | ------- |
| Barding | ×4 | ×2 |
| Bit and bridle | 2 gp | 1 lb. |
| Carriage | 100 gp | 600 lb. |
@ -587,7 +587,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Waterborne Vehicles (table)**
| Item | Cost | Speed |
|--------------|-----------|--------|
| ------------ | --------- | ------ |
| Galley | 30,000 gp | 4 mph |
| Keelboat | 3,000 gp | 1 mph |
| Longship | 10,000 gp | 3 mph |
@ -604,7 +604,7 @@ Guilds, nobles, and royalty regulate trade. Chartered companies are granted righ
**Trade Goods (table)**
| Cost | Goods |
|--------|----------------------------------------------|
| ------ | -------------------------------------------- |
| 1 cp | 1 lb. of wheat |
| 2 cp | 1 lb. of flour or one chicken |
| 5 cp | 1 lb. of salt |
@ -634,7 +634,7 @@ Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle mig
**Lifestyle Expenses (table)**
| Lifestyle | Price/Day |
|--------------|---------------|
| ------------ | ------------- |
| Wretched | — |
| Squalid | 1 sp |
| Poor | 2 sp |
@ -670,7 +670,7 @@ The Food, Drink, and Lodging table gives prices for individual food items and a
**Food, Drink, and Lodging (table)**
| Item | Cost |
|--------------------------|-------|
| ------------------------ | ----- |
| **_Ale_** | |
| - Gallon | 2 sp |
| - Mug | 4 cp |
@ -700,7 +700,7 @@ The Food, Drink, and Lodging table gives prices for individual food items and a
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the _secret chest_ spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
@ -709,7 +709,7 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
**Services (table)**
| Service Pay | Pay |
|-------------------|---------------|
| ----------------- | ------------- |
| **_Coach cab_** | |
| - Between towns | 3 cp per mile |
| - Within a city | 1 cp |
@ -724,4 +724,4 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
People who are able to cast spells dont fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as _cure wounds_ or _identify_, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

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@ -10,7 +10,7 @@ You must meet any prerequisite specified in a feat to take that feat. If you eve
#### Grappler
*Prerequisite: Strength 13 or higher*
_Prerequisite: Strength 13 or higher_
Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

View file

@ -6,12 +6,12 @@ title: 'Ability & Checks'
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
* **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.
@ -28,7 +28,7 @@ Each ability also has a modifier, derived from the score and ranging from 5 (
**Ability Scores and Modifiers (table)**
| Score | Modifier |
|-------|----------|
| ----- | -------- |
| 1 | 5 |
| 23 | 4 |
| 45 | 3 |
@ -86,14 +86,14 @@ The more difficult a task, the higher its DC. The Typical Difficulty Classes tab
**Typical Difficulty Classes (table)**
| Task Difficulty | DC |
|-------------------|----|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
| 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.
@ -115,36 +115,36 @@ The skills related to each ability score are shown in the following list. (No sk
##### Strength
* Athletics
* Athletics
##### Dexterity
* Acrobatics
* Sleight of Hand
* Stealth
* Acrobatics
* Sleight of Hand
* Stealth
##### Intelligence
* Arcana
* History
* Investigation
* Nature
* Religion
* Arcana
* History
* Investigation
* Nature
* Religion
##### Wisdom
* Animal Handling
* Insight
* Medicine
* Perception
* Survival
* Animal Handling
* Insight
* Medicine
* Perception
* Survival
##### Charisma
* Deception
* Intimidation
* Performance
* Persuasion
* 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.
@ -196,22 +196,22 @@ A Strength check can model any attempt to lift, push, pull, or break something,
**_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.
* 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
* 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.
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
@ -247,14 +247,14 @@ A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or
**_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
* 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
@ -292,11 +292,11 @@ Constitution checks are uncommon, and no skills apply to Constitution checks, be
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
* 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
@ -324,12 +324,12 @@ An Intelligence check comes into play when you need to draw on logic, education,
**_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
* 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
@ -359,8 +359,8 @@ Wisdom (Survival) check to follow tracks, hunt wild game, guide your group throu
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
* Get a gut feeling about what course of action to follow
* Discern whether a seemingly dead or living creature is undead
##### Spellcasting Ability
@ -374,7 +374,7 @@ Charisma measures your ability to interact effectively with others. It includes
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.
**_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.
@ -384,8 +384,8 @@ A Charisma check might arise when you try to influence or entertain others, when
**_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
* 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
@ -427,7 +427,7 @@ Sometimes its important, though, to know how long it takes to get from one sp
#### 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.
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.
@ -443,12 +443,12 @@ For each additional hour of travel beyond 8 hours, the characters cover the dist
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 dont 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.
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 |
@ -599,7 +599,7 @@ Downtime activities other than the ones presented below are possible. If you wan
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 artisans tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smiths 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.
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.
@ -619,8 +619,8 @@ You can use downtime between adventures to recover from a debilitating injury, d
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.
* 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

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@ -87,11 +87,11 @@ If you take an action that includes more than one weapon attack, you can break u
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.
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.
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.
@ -111,27 +111,27 @@ To move while prone, you must **crawl** or use magic such as teleportation. Ever
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
* 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
@ -143,7 +143,7 @@ If you leave a hostile creatures reach during your move, you provoke an oppor
#### 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.
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
@ -152,7 +152,7 @@ Each creature takes up a different amount of space. The Size Categories table sh
**Size Categories (table)**
| Size | Space |
|------------|------------------------|
| ---------- | ---------------------- |
| Tiny | 2½ by 2½ ft. |
| Small | 5 by 5 ft. |
| Medium | 5 by 5 ft. |
@ -162,7 +162,7 @@ Each creature takes up a different amount of space. The Size Categories table sh
##### 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 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.
@ -236,9 +236,9 @@ You normally interact with an object while doing something else, such as when yo
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.
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.
@ -345,7 +345,7 @@ A target with **total cover** cant be targeted directly by an attack or a spe
### 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.
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
@ -409,7 +409,7 @@ If a creature or an object has **resistance** to a damage type, damage of that t
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.
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

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@ -13,22 +13,22 @@ If multiple effects impose the same condition on a creature, each instance of th
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.
* 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.
* 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.
* 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 |
@ -45,56 +45,56 @@ An effect that removes exhaustion reduces its level as specified in the effect
Finishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink.
### 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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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@ -45,7 +45,7 @@ A trap intended to be a **setback** is unlikely to kill or seriously harm charac
**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 |
@ -53,7 +53,7 @@ A trap intended to be a **setback** is unlikely to kill or seriously harm charac
**Damage Severity by Level (table)**
| Character Level | Setback | Dangerous | Deadly |
|-----------------|---------|-----------|--------|
| --------------- | ------- | --------- | ------ |
| 1st4th | 1d10 | 2d10 | 4d10 |
| 5th10th | 2d10 | 4d10 | 10d10 |
| 11th16th | 4d10 | 10d10 | 18d10 |
@ -93,9 +93,9 @@ 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
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.
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
@ -160,7 +160,7 @@ A successful DC 20 Intelligence (Investigation) check allows a character to dedu
_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.
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.
@ -228,7 +228,7 @@ In a typical campaign, characters arent driven mad by the horrors they face a
#### 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.
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.
@ -245,7 +245,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**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. |
@ -260,7 +260,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**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. |
@ -277,7 +277,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**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.” |
@ -309,26 +309,26 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
**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 |
| 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) |
| 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.
@ -353,7 +353,7 @@ Poisons come in the following four types.
**Poisons (table)**
| Item | Type | Price per Dose |
|--------------------|----------|----------------|
| ------------------ | -------- | -------------- |
| Assassins blood | Ingested | 150 gp |
| Burnt othur fumes | Inhaled | 500 gp |
| Crawler mucus | Contact | 200 gp |

View file

@ -69,7 +69,7 @@ A creature in the compartment can use an action to move as many as two of the ap
**Apparatus of the Crab Levers (table)**
| Lever | Up | Down |
|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|
| ----- | -------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatuss speed to 0 and making it unable to benefit from bonuses to speed. |
| 2 | Forward window shutter opens. | Forward window shutter closes. |
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |
@ -100,7 +100,7 @@ _Armor (light, medium, or heavy), rare (requires attunement)_
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
| d10 | Damage Type |
|-----|-------------|
| --- | ----------- |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
@ -149,7 +149,7 @@ If you dump the bags contents out on the ground, they explode in a 10-foot ra
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
| d100 | Effect |
|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
| 0210 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GMs choice) 30 feet into the air for 1d12 rounds. |
| 1120 | A treant sprouts. Theres a 50 percent chance that the treant is chaotic evil and attacks. |
@ -159,7 +159,7 @@ If you remove a bean from the bag, plant it in dirt or sand, and then water it,
| 5160 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GMs choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |
| 6170 | A hungry bulette burrows up and attacks. 7180 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GMs choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
| 8190 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
| 9199 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lords lair, and its sarcophagus contains treasure of the GMs choice. |
| 9199 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lords lair, and its sarcophagus contains treasure of the GMs choice. |
| 100 | A giant beanstalk sprouts, growing to a height of the GMs choice. The top leads where the GM chooses, such as to a great view, a cloud giants castle, or a different plane of existence. |
#### Bag of Devouring
@ -198,42 +198,42 @@ Once three fuzzy objects have been pulled from the bag, the bag cant be used
**Gray Bag of Tricks (table)**
| d8 | Creature |
|----|--------------|
| 1 | Weasel |
| 2 | Giant rat |
| 3 | Badger |
| 4 | Boar |
| 5 | Panther |
| 6 | Giant badger |
| 7 | Dire wolf |
| 8 | Giant elk |
| d8 | Creature |
| --- | ------------ |
| 1 | Weasel |
| 2 | Giant rat |
| 3 | Badger |
| 4 | Boar |
| 5 | Panther |
| 6 | Giant badger |
| 7 | Dire wolf |
| 8 | Giant elk |
**Rust Bag of Tricks (table)**
| d8 | Creature |
|----|------------|
| 1 | Rat |
| 2 | Owl |
| 3 | Mastiff |
| 4 | Goat |
| 5 | Giant goat |
| 6 | Giant boar |
| 7 | Lion |
| 8 | Brown bear |
| d8 | Creature |
| --- | ---------- |
| 1 | Rat |
| 2 | Owl |
| 3 | Mastiff |
| 4 | Goat |
| 5 | Giant goat |
| 6 | Giant boar |
| 7 | Lion |
| 8 | Brown bear |
**Tan Bag of Tricks (table)**
| d8 | Creature |
|----|--------------|
| 1 | Jackal |
| 2 | Ape |
| 3 | Baboon |
| 4 | Axe beak |
| 5 | Black bear |
| 6 | Giant weasel |
| 7 | Giant hyena |
| 8 | Tiger |
| d8 | Creature |
| --- | ------------ |
| 1 | Jackal |
| 2 | Ape |
| 3 | Baboon |
| 4 | Axe beak |
| 5 | Black bear |
| 6 | Giant weasel |
| 7 | Giant hyena |
| 8 | Tiger |
#### Bead of Force
@ -251,16 +251,16 @@ _Wondrous item, rare (requires attunement)_
While wearing this belt, you gain the following benefits:
* Your Constitution score increases by 2, to a maximum of 20.
* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
* Your Constitution score increases by 2, to a maximum of 20.
* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if youre capable of growing one, or a visibly thicker beard if you already have one.
If you arent a dwarf, you gain the following additional benefits while wearing the belt:
* You have advantage on saving throws against poison, and you have resistance against poison damage.
* You have darkvision out to a range of 60 feet.
* You can speak, read, and write Dwarvish.
* You have advantage on saving throws against poison, and you have resistance against poison damage.
* You have darkvision out to a range of 60 feet.
* You can speak, read, and write Dwarvish.
#### Belt of Giant Strength
@ -271,7 +271,7 @@ While wearing this belt, your Strength score changes to a score granted by the b
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
| Type | Strength | Rarity |
|-------------------|----------|-----------|
| ----------------- | -------- | --------- |
| Hill giant | 21 | Rare |
| Stone/frost giant | 23 | Very rare |
| Fire giant | 25 | Very rare |
@ -320,9 +320,9 @@ _Wondrous item, uncommon (requires attunement)_
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
* You have resistance to cold damage.
* You ignore difficult terrain created by ice or snow.
* You can tolerate temperatures as low as 50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as 100 degrees Fahrenheit.
* You have resistance to cold damage.
* You ignore difficult terrain created by ice or snow.
* You can tolerate temperatures as low as 50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as 100 degrees Fahrenheit.
#### Bowl of Commanding Water Elementals
@ -375,7 +375,7 @@ _Wondrous item, very rare (requires attunement)_
This slender taper is dedicated to a deity and shares that deitys alignment. The candles alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.
| d20 | Alignment |
|-------|-----------------|
| ----- | --------------- |
| 12 | Chaotic evil |
| 34 | Chaotic neutral |
| 57 | Chaotic good |
@ -388,7 +388,7 @@ This slender taper is dedicated to a deity and shares that deitys alignment.
The candles magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candles total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candles can cast 1st* level spells he or she has prepared without expending spell slots, though the spells effect is as if cast with a 1st-level slot.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candles can cast 1st-level spells he or she has prepared without expending spell slots, though the spells effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.
@ -409,7 +409,7 @@ You can speak the carpets command word as an action to make the carpet hover
Four sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.
| d100 | Size | Capacity | Flying Speed |
|--------|---------------|----------|--------------|
| ------ | ------------- | -------- | ------------ |
| 0120 | 3 ft. × 5 ft. | 200 lb. | 80 feet |
| 2155 | 4 ft. × 6 ft. | 400 lb. | 60 feet |
| 5680 | 5 ft. × 7 ft. | 600 lb. | 40 feet |
@ -423,7 +423,7 @@ _Wondrous item, rare_
While incense is burning in this censer, you can use an action to speak the censers command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer cant be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
#### Chime of Opening
@ -445,11 +445,11 @@ _Wondrous item, very rare (requires attunement)_
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
* You have resistance to poison damage.
* You have a climbing speed equal to your walking speed.
* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* You cant be caught in webs of any sort and can move through webs as if they were difficult terrain.
* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak cant be used again until the next dawn.
* You have resistance to poison damage.
* You have a climbing speed equal to your walking speed.
* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* You cant be caught in webs of any sort and can move through webs as if they were difficult terrain.
* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak cant be used again until the next dawn.
#### Cloak of Displacement
@ -510,7 +510,7 @@ If your movement causes the barrier to come into contact with a solid object tha
**Cube of Force Faces (table)**
| Face | Charges | Effect |
|------|---------|-------------------------------------------------------------------------------------------------------------------|
| ---- | ------- | ----------------------------------------------------------------------------------------------------------------- |
| 1 | 1 | Gases, wind, and fog cant pass through the barrier. |
| 2 | 2 | Nonliving matter cant pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 3 | 3 | Living matter cant pass through the barrier. |
@ -521,7 +521,7 @@ If your movement causes the barrier to come into contact with a solid object tha
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
| Spell or Item | Charges Lost |
|------------------|--------------|
| ---------------- | ------------ |
| Disintegrate | 1d12 |
| Horn of blasting | 1d10 |
| Passwall | 1d6 |
@ -566,9 +566,9 @@ This stoppered flask sloshes when shaken, as if it contains water. The decanter
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
* “Stream” produces 1 gallon of water.
* “Fountain” produces 5 gallons of water.
* “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isnt being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
* “Stream” produces 1 gallon of water.
* “Fountain” produces 5 gallons of water.
* “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isnt being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
#### Deck of Illusions
@ -583,7 +583,7 @@ An illusion of one or more creatures forms over the thrown card and remains unti
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cant be used again.
| Playing Card | Illusion |
|-------------------|----------------------------------|
| ----------------- | -------------------------------- |
| Ace of hearts | Red dragon |
| King of hearts | Knight and four guards |
| Queen of hearts | Succubus or incubus |
@ -629,7 +629,7 @@ Before you draw a card, you must declare how many cards you intend to draw and t
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
| Playing Card | Card |
|--------------------|-------------|
| ------------------ | ----------- |
| Ace of diamonds | Vizier\* |
| King of diamonds | Sun |
| Queen of diamonds | Moon |
@ -698,7 +698,7 @@ _Medium undead, neutral evil_
**Speed** 60 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
**Damage Immunities** necrotic, poison
@ -766,7 +766,7 @@ While wearing this armor, you gain a +1 bonus to AC, you have advantage on savin
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action cant be used again until the next dawn.
| Dragon | Resistance |
|--------|------------|
| ------ | ---------- |
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
@ -841,7 +841,7 @@ This painted brass bottle weighs 1 pound. When you use an action to remove the s
The first time the bottle is opened, the GM rolls to determine what happens.
| d100 | Effect |
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0110 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |
| 1190 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper cant be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |
| 91100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |
@ -853,7 +853,7 @@ _Wondrous item, uncommon_
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gems magic is lost. The type of gem determines the elemental summoned by the spell.
| Gem | Summoned Elemental |
|----------------|--------------------|
| -------------- | ------------------ |
| Blue sapphire | Air elemental |
| Yellow diamond | Earth elemental |
| Red corundum | Fire elemental |
@ -897,16 +897,16 @@ These crystal lenses fit over the eyes. While wearing them, you have advantage o
_Wondrous item, rare_
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.
| d100 | Feather Token |
|--------|---------------|
| ------ | ------------- |
| 0120 | Anchor |
| 2135 | Bird |
| 3650 | Fan |
| 5165 | Swan boat |
| 6690 | Tree |
| 91100 | Whip |
| 91100 | Whip |
**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel cant be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
@ -914,9 +914,9 @@ This tiny object looks like a feather. Different types of feather tokens exist,
**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
@ -947,7 +947,7 @@ _Large beast, unaligned_
**Speed** 30 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|--------|---------|--------|
| ------- | ------- | ------- | ------ | ------- | ------ |
| 14 (+2) | 13 (+1) | 13 (+1) | 2 (4) | 10 (+0) | 3 (4) |
**Senses** darkvision 60 ft., passive Perception 10
@ -958,9 +958,9 @@ _Large beast, unaligned_
**_Ivory Goats (Rare)_**. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and cant be used again until 7 days have passed, when it regains all its charges.
* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it cant be used again until 30 days have passed.
* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat cant attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return whenthegoatrevertstofigurineform.Inaddition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it cant be used again until 15 days have passed.
* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and cant be used again until 7 days have passed, when it regains all its charges.
* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it cant be used again until 30 days have passed.
* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat cant attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return whenthegoatrevertstofigurineform.Inaddition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it cant be used again until 15 days have passed.
**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it cant be used again until 7 days have passed.
@ -1018,9 +1018,9 @@ _Wondrous item, uncommon_
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesnt expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesnt expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gems charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
@ -1108,10 +1108,10 @@ This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and
You gain the following benefits while wearing it:
* You can use an action to cast one of the following spells (save DC 18), using one of the helms gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
* As long as the helm has at least one ruby, you have resistance to fire damage.
* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
* You can use an action to cast one of the following spells (save DC 18), using one of the helms gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
* As long as the helm has at least one ruby, you have resistance to fire damage.
* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
@ -1161,12 +1161,12 @@ You can use an action to blow this horn. In response, warrior spirits from the V
Four types of _horn of Valhalla_ are known to exist, each made of a different metal. The horns type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horns type or determines it randomly.
| d100 | Horn Type | Berserkers Summoned | Requirement |
|--------|-----------|---------------------|--------------------------------------|
| 0140 | Silver | 2d4 + 2 | None |
| 4175 | Brass | 3d4 + 3 | Proficiency with all simple weapons |
| 7690 | Bronze | 4d4 + 4 | Proficiency with all medium armor |
| 9100 | Iron | 5d4 + 5 | Proficiency with all martial weapons |
| d100 | Horn Type | Berserkers Summoned | Requirement |
| ----- | --------- | ------------------- | ------------------------------------ |
| 0140 | Silver | 2d4 + 2 | None |
| 4175 | Brass | 3d4 + 3 | Proficiency with all simple weapons |
| 7690 | Bronze | 4d4 + 4 | Proficiency with all medium armor |
| 9100 | Iron | 5d4 + 5 | Proficiency with all martial weapons |
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
@ -1273,7 +1273,7 @@ You can use an action to remove the flasks stopper and release the creature t
An _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
| d100 | Contents |
|-------|-------------------|
| ----- | ----------------- |
| 150 | Empty |
| 5154 | Demon (type 1) |
| 5558 | Demon (type 2) |
@ -1313,7 +1313,7 @@ The javelins property cant be used again until the next dawn. In the meant
_Wondrous item, uncommon_
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lanterns bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lanterns bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
#### Luck Blade
@ -1376,7 +1376,7 @@ _Wondrous item, very rare_
This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that cant use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.
| d20 | Golem | Time | Cost |
|-------|-------|----------|------------|
| ----- | ----- | -------- | ---------- |
| 15 | Clay | 30 days | 65,000 gp |
| 617 | Flesh | 60 days | 50,000 gp |
| 18 | Iron | 120 days | 100,000 gp |
@ -1416,7 +1416,7 @@ The medallion has 3 charges. While wearing it, you can use an action and expend
_Wondrous item, very rare_
When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
@ -1461,7 +1461,7 @@ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topa
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beads spell is cast, that bead cant be used again until the next dawn.
| d20 | Bead of... | Spell |
|-------|--------------|-----------------------------------------------|
| ----- | ------------ | --------------------------------------------- |
| 16 | Blessing | Bless |
| 712 | Curing | Cure wounds (2nd level) or lesser restoration |
| 1316 | Favor | Greater restoration |
@ -1622,7 +1622,7 @@ When you drink this potion, your Strength score changes for 1 hour. The type of
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.
| Type of Giant | Strength | Rarity |
|-------------------|----------|-----------|
| ----------------- | -------- | --------- |
| Hill giant | 21 | Uncommon |
| Frost/stone giant | 23 | Rare |
| Fire giant | 25 | Rare |
@ -1644,7 +1644,7 @@ You regain hit points when you drink this potion. The number of hit points depen
**Potions of Healing (table)**
| Potion of ... | Rarity | HP Regained |
|------------------|-----------|-------------|
| ---------------- | --------- | ----------- |
| Healing | Common | 2d4 + 2 |
| Greater healing | Uncommon | 4d4 + 4 |
| Superior healing | Rare | 8d4 + 8 |
@ -1683,7 +1683,7 @@ _Potion, uncommon_
When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.
| d10 | Damage Type |
|-----|-------------|
| --- | ----------- |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
@ -1725,9 +1725,9 @@ _Ring, rare_
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* _Animal friendship_ (save DC 13)
* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* _Speak with animals_
* _Animal friendship_ (save DC 13)
* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* _Speak with animals_
#### Ring of Djinni Summoning
@ -1753,31 +1753,31 @@ The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spell
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
* You have resistance to lightning damage.
* You have a flying speed equal to your walking speed and can hover.
* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).
* You have resistance to lightning damage.
* You have a flying speed equal to your walking speed and can hover.
* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).
**_Ring of Earth Elemental Command_**. You can expend 2 of the rings charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
* You have resistance to acid damage.
* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).
* You have resistance to acid damage.
* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).
**_Ring of Fire Elemental Command_**. You can expend 2 of the rings charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
* You are immune to fire damage.
* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).
* You are immune to fire damage.
* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).
**_Ring of Water Elemental Command_**. You can expend 2 of the rings charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
* You can breathe underwater and have a swimming speed equal to your walking speed.
* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).
* You can breathe underwater and have a swimming speed equal to your walking speed.
* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).
#### Ring of Evasion
@ -1838,7 +1838,7 @@ _Ring, rare (requires attunement)_
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
| d10 | Damage Type | Gem |
|-----|-------------|------------|
| --- | ----------- | ---------- |
| 1 | Acid | Pearl |
| 2 | Cold | Tourmaline |
| 3 | Fire | Garnet |
@ -1860,14 +1860,14 @@ The ring has 6 charges for the following other properties. The ring regains 1d6
**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.
**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
| Spheres | Lightning Damage |
|---------|------------------|
| ------- | ---------------- |
| 4 | 2d4 |
| 3 | 2d6 |
| 2 | 5d4 |
@ -1943,9 +1943,9 @@ _Wondrous item, rare (requires attunement)_
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
* You have darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
* You have darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe cant be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
@ -1975,9 +1975,9 @@ This elegant garment is made from exquisite cloth of white, gray, or black and a
You gain these benefits while wearing the robe:
* If you arent wearing armor, your base Armor Class is 15 + your Dexterity modifier.
* You have advantage on saving throws against spells and other magical effects.
* Your spell save DC and spell attack bonus each increase by 2.
* If you arent wearing armor, your base Armor Class is 15 + your Dexterity modifier.
* You have advantage on saving throws against spells and other magical effects.
* Your spell save DC and spell attack bonus each increase by 2.
#### Robe of Useful Items
@ -1987,17 +1987,17 @@ This robe has cloth patches of various shapes and colors covering it. While wear
The robe has two of each of the following patches:
* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack
* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
| d100 | Patch |
|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0108 | Bag of 100 gp |
| 0915 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 1622 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
@ -2085,7 +2085,7 @@ _Wondrous item, uncommon_
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
@ -2107,8 +2107,8 @@ _Wondrous item, legendary (requires attunement)_
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
* You have advantage on saving throws against spells.
* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
* You have advantage on saving throws against spells.
* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
#### Scimitar of Speed
@ -2157,7 +2157,7 @@ The level of the spell on the scroll determines the spells saving throw DC an
**Spell Scroll (table)**
| Spell Level | Rarity | Save DC | Attack Bonus |
|-------------|-----------|---------|--------------|
| ----------- | --------- | ------- | ------------ |
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
@ -2182,7 +2182,7 @@ While holding this shield, you have advantage on saving throws against spells an
_Wondrous item, legendary_
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isnt wholly engulfed and obliterated by it takes 4d10 force damage.
@ -2192,11 +2192,11 @@ If you attempt to control a sphere that is under another creatures control, y
If the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.
| d100 | Result |
|--------|------------------------------------------------------------------------------------------------------------------------------------|
| 0150 | The sphere is destroyed. |
| 5185 | The sphere moves through the portal or into the extradimensional space. |
| 8600 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |
| d100 | Result |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------- |
| 0150 | The sphere is destroyed. |
| 5185 | The sphere moves through the portal or into the extradimensional space. |
| 8600 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |
#### Staff of Charming
@ -2248,12 +2248,12 @@ The staff has 20 charges for the following properties. The staff regains 2d8 + 4
**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|-----------------------|----------------------------------------|
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
@ -2290,12 +2290,12 @@ The staff has 50 charges for the following properties. It regains 4d6 + 2 expend
You can also use an action to cast one of the followingspellsfromthestaffwithoutusingany charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|-----------------------|----------------------------------------|
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
@ -2320,7 +2320,7 @@ The staff has 10 charges for the following properties. It regains 1d6 + 4 expend
**_Spells_**. You can use an action to expend 1 or more of the staffs charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).
You can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
You can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
@ -2384,7 +2384,7 @@ When you attack an object with this magic sword and hit, maximize your weapon da
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the targets limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the swords command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
In addition, you can speak the swords command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
#### Sword of Wounding
@ -2579,7 +2579,7 @@ If an effect covers an area, you must center the spell on and include the target
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
| d100 | Effect |
|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0105 | You cast slow. 0610 You cast faerie fire. |
| 1115 | You are stunned until the start of your next turn, believing something awesome just happened. 1620 You cast gust of wind. |
| 2125 | You cast detect thoughts on the target you chose. If you didnt target a creature, you instead take 1d6 psychic damage. |
@ -2662,7 +2662,7 @@ A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can cho
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
| d100 | Communication |
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0160 | The item communicates by transmitting emotion to the creature carrying or wielding it. |
| 6190 | The item can speak, read, and understand one or more languages. |
| 91100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
@ -2671,19 +2671,19 @@ A sentient item has some ability to communicate, either by sharing its emotions,
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
| d4 | Senses |
|----|--------------------------------------------|
| 1 | Hearing and normal vision out to 30 feet. |
| 2 | Hearing and normal vision out to 60 feet |
| 3 | Hearing and normal vision out to 120 feet. |
| 4 | Hearing and darkvision out to 120 feet. |
| d4 | Senses |
| --- | ------------------------------------------ |
| 1 | Hearing and normal vision out to 30 feet. |
| 2 | Hearing and normal vision out to 60 feet |
| 3 | Hearing and normal vision out to 120 feet. |
| 4 | Hearing and darkvision out to 120 feet. |
#### Alignment
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
| d100 | Alignment |
|--------|-----------------|
| ------ | --------------- |
| 0115 | Lawful good |
| 1635 | Neutral good |
| 3650 | Chaotic good |
@ -2699,7 +2699,7 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielders use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
| d10 | Purpose |
|-----|------------------------------------------------------------------------------------------------------------------------------------------|
| --- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | _Aligned:_ The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |
| 2 | _Bane:_ The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |
| 3 | _Protector:_ The item seeks to defend a particular race or kind of creature, such as elves or druids. |
@ -2715,14 +2715,14 @@ You can give a sentient item an objective it pursues, perhaps to the exclusion o
A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the items alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielders Charisma check. If the item wins the contest, it makes one or more of the following demands:
* The item insists on being carried or worn at all times.
* The item demands that its wielder dispose of anything the item finds repugnant.
* The item demands that its wielder pursue the items goals to the exclusion of all other goals.
* The item demands to be given to someone else. If its wielder refuses to comply with the items wishes, the item can do any or all of the following:
* The item insists on being carried or worn at all times.
* The item demands that its wielder dispose of anything the item finds repugnant.
* The item demands that its wielder pursue the items goals to the exclusion of all other goals.
* The item demands to be given to someone else. If its wielder refuses to comply with the items wishes, the item can do any or all of the following:
* Make it impossible for its wielder to attune to it.
* Suppress one or more of its activated properties.
* Attempt to take control of its wielder.
* Make it impossible for its wielder to attune to it.
* Suppress one or more of its activated properties.
* Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the items Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the items commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item cant use this power again until the next dawn.
@ -2746,9 +2746,9 @@ While you are charmed by the orb, you cant voluntarily end your attunement to
**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:
* 2 minor beneficial properties
* 1 minor detrimental property
* 1 major detrimental property
* 2 minor beneficial properties
* 1 minor detrimental property
* 1 major detrimental property
**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).
@ -2757,4 +2757,3 @@ You can also use an action to cast the _detect magic_ spell from the orb without
**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it cant be used again for 1 hour.
**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

View file

@ -301,11 +301,11 @@ When a monster takes its action, it can choose from the options in the Actions s
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the _Players Handbook_.
***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.
!!!Creature vs. Target!!!. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.
***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “_Hit_” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
!!!Hit!!!. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “_Hit_” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the “_Miss:_” notation.
!!!Miss!!!. If an attack has an effect that occurs on a miss, that information is presented after the “_Miss:_” notation.
#### Multiattack
@ -1479,7 +1479,7 @@ _Large fiend (demon), chaotic evil_
**_Talons_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10 + 3) slashing damage.
**_Spores (Recharge 6)_**. A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
**_Spores (Recharge 6)_**. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
**_Stunning Screech (1/Day)_**. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isnt a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrocks next turn.
@ -1529,7 +1529,7 @@ _Medium fiend (devil), lawful evil_
**_Tail_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage.
**_Hurl Flame_**. Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 10 (3d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
**_Hurl Flame_**. _Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 10 (3d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
##### Bearded Devil
@ -1745,7 +1745,7 @@ _Large fiend (devil), lawful evil_
**_Tail_**. _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
**_Hurl Flame_**. Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 14 (4d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
**_Hurl Flame_**. _Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 14 (4d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
##### Ice Devil
@ -4213,9 +4213,7 @@ _Large elemental, neutral_
**_Slam_**. Melee _Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage.
**_Whelm (Recharge 46)_**. Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
**_Whelm (Recharge 46)_**. Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
@ -4469,7 +4467,7 @@ At will: _detect evil and good_, _detect magic_, _thunderwave_
**_Scimitar_**. _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinnis choice).
**_Create Whirlwind_**. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
**_Create Whirlwind_**. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
@ -4511,7 +4509,7 @@ At will: _detect magic_
**_Scimitar_**. _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
**_Hurl Flame_**. Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 17 (5d6) fire damage.
**_Hurl Flame_**. _Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 17 (5d6) fire damage.
#### Ghost
@ -5828,7 +5826,7 @@ At will: _disguise self_ (any humanoid form), _major image_
**_Dagger_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage.
**_Intoxicating Touch_**. Melee Spell Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
**_Intoxicating Touch_**. _Melee Spell Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
#### Lich
@ -5881,7 +5879,7 @@ Cantrips (at will): _mage hand_, _prestidigitation_, _ray of frost_
**Actions**
**_Paralyzing Touch_**. Melee Spell Attack:_ +12 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**_Paralyzing Touch_**. _Melee Spell Attack:_ +12 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Legendary Actions**
@ -7162,7 +7160,7 @@ _Gargantuan monstrosity, unaligned_
**Challenge** 15 (13,000 XP)
**_Tunneler**_. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
**_Tunneler**_. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
**Actions**
@ -7712,7 +7710,7 @@ _Medium undead, chaotic evil_
**Actions**
**_Life Drain_**. Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
**_Life Drain_**. _Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
#### Sphinxes
@ -8343,7 +8341,7 @@ _Tiny undead, chaotic evil_
**Actions**
**_Shock_**. Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d8) lightning damage.
**_Shock_**. _Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d8) lightning damage.
**_Invisibility_**. The will-o-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

View file

@ -1224,7 +1224,7 @@ _Large beast, unaligned_
**_Tentacles_**. _Melee Weapon Attack:_ +5 to hit, reach 15 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus cant use its tentacles on another target.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
#### Giant Owl
@ -1961,7 +1961,7 @@ _Small beast, unaligned_
**_Tentacles_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus cant use its tentacles on another target.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
#### Owl