dnd-5e-srd/yaml/06 mechanics.yaml

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'Using Ability Scores':
content: ['Six abilities provide a quick description of every creatures physical and mental characteristics:', ['**Strength**, measuring physical power', '**Dexterity**, measuring agility', '**Constitution**, measuring endurance', '**Intelligence**, measuring reasoning and memory', '**Wisdom**, measuring perception and insight', '**Charisma**, measuring force of personality'], 'Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creatures assets as well as weaknesses.', 'The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The books introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.', '**Ability Scores and Modifiers** Each of a creatures abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creatures training and competence in activities related to that ability.', 'A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.', 'Each ability also has a modifier, derived from the score and ranging from 5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.']
'Ability Scores and Modifiers': {content: [{table: {Score: ['1', 23, 45, 67, 89, 1011, 1213, 1415, 1617, 1819, 2021, 2223, 2425, 2627, 2829, '30'], Modifier: [5, 4, 3, 2, 1, '+0', '+1', '+2', '+3', '+4', '+5', '+6', '+7', '+8', '+9', '+10']}}, 'To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).', 'Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.']}
'Advantage and Disadvantage': {content: ['Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.', 'If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you dont roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.', 'If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.', 'When you have advantage or disadvantage and something in the game, such as the halflings Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.', 'You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The', 'GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.']}
'Proficiency Bonus': {content: ['Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.', 'Your proficiency bonus cant be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.', 'Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogues Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.', 'By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldnt normally benefit from your proficiency bonus, you still dont add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.', 'In general, you dont multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.']}
'Ability Checks': {content: ['An ability check tests a characters or monsters innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.', 'For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.', 'The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.'], 'Typical Difficulty Classes': {content: [{table: {'Task Difficulty': ['Very easy', Easy, Medium, Hard, 'Very hard', 'Nearly impossible'], DC: ['5', '10', '15', '20', '25', '30']}}, 'To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, its a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.']}, Contests: {content: ['Sometimes one characters or monsters efforts are directly opposed to anothers. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.', 'Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.', 'If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.']}, Skills: {content: ['Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individuals proficiency in a skill demonstrates a focus on that aspect. (A characters starting skill proficiencies are determined at character creation, and a monsters skill proficiencies appear in the monsters stat block.)', 'For example, a Dexterity check might reflect a characters attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.', 'The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an abilitys description in the later sections of this section for examples of how to use a skill associated with an ability.'], Strength: [Athletics], Dexterity: [Acrobatics, 'Sleight of Hand', Stealth], Intelligence: [Arcana, History, Investigation, Nature, Religion], Wisdom: ['Animal Handling', Insight, Medicine, Perception, Survival], Charisma: {content: [[Deception, Intimidation, Performance, Persuasion], 'Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make
'Using Each Ability': {content: 'Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.', Strength: {content: 'Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.', 'Strength Checks': {content: ['A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.', '***Athletics.*** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:', ['You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.', 'You try to jump an unusually long distance or pull off a stunt midjump.', 'You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.'], '***Other Strength Checks.*** The GM might also call for a Strength check when you try to accomplish tasks like the following:', ['Force open a stuck, locked, or barred door', 'Break free of bonds', 'Push through a tunnel that is too small', 'Hang on to a wagon while being dragged behind it', 'Tip over a statue', 'Keep a boulder from rolling']]}, 'Attack Rolls and Damage': 'You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand- to-hand combat, and some of them can be thrown to make a ranged attack.', 'Lifting and Carrying': {content: ['Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.', '***Carrying Capacity.*** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters dont usually have to worry about it.', '***Push, Drag, or Lift.*** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.', '***Size and Strength.*** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creatures carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.'], 'Variant: Encumbrance': {content: ['The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.', 'If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.', 'If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.']}}}, Dexterity: {content: 'Dexterity measures agility, reflexes, and balance.', 'Dexterity Checks': {content: ['A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.', '***Acrobatics.*** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when youre trying to run across a sheet of ice, balance on a
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'Saving Throws': {content: ['A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You dont normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.', 'To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.', 'A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.', 'Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.', 'The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the casters spellcasting ability and proficiency bonus.', 'The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.']}
Adventuring:
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Time: {content: ['In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.', 'In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours time.', 'For long journeys, a scale of **days** works best.', 'Following the road from Baldurs Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.', 'In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.']}
Movement: {content: ['Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.', 'The GM can summarize the adventurers movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”', 'Sometimes its important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain theyre moving over.'], Speed: {content: ['Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation.', 'The following rules determine how far a character or monster can move in a minute, an hour, or a day.'], 'Travel Pace': {content: ['While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.', '***Forced March.*** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.', 'For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).', '***Mounts and Vehicles.*** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.', 'Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they 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.'], 'Travel Pace': {table: {Pace: [Fast, Normal, Slow], 'Distance per: Minute': ['400 feet', '300 feet', '200 feet'], Hour: ['4 miles', '3 miles', '2 miles'], Day: ['30 miles', '18 miles', '24 miles'], Effect: ['5 penalty to passive Wisdom (Perception) scores', —, 'Able to use stealth']}}}, 'Difficult Terrain': {content: ['The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.', 'You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.']}}, 'Special Types of Movement': {content: 'Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers
'The Environment': {content: 'By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.', Falling: 'A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.', Suffocating: {content: ['A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).', 'When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it cant regain hit points or be stabilized until it can breathe again.', 'For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.']}, 'Vision and Light': {content: ['The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a characters ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.', 'A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.', 'A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.', 'The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.', '**Bright light** lets most creatures see normally.', 'Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.', '**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.', '**Darkness** creates a heavily obscured area.', 'Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.'], Blindsight: 'A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.', Darkvision: 'Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature cant discern color in darkness, only shades of gray.', Truesight: 'A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.'}, 'Food and Water': {content: 'Characters who dont eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water cant be removed until the character eats and drinks the full required amount.', Food: {
Resting: {content: ['Heroic though they might be, adventurers cant spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.', 'Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.'], 'Short Rest': {content: ['A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.', 'A character can spend one or more Hit Dice at the end of a short rest, up to the characters maximum number of Hit Dice, which is equal to the characters level. For each Hit Die spent in this way, the player rolls the die and adds the characters Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.']}, 'Long Rest': {content: ['A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.', 'At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the characters total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.', 'A character cant benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.']}}
'Between Adventures': {content: ['Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.', 'In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.'], 'Lifestyle Expenses': {content: ['Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.', 'Living a particular lifestyle doesnt have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.']}, 'Downtime Activities': {content: ['Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.', 'Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.'], Crafting: {content: ['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.', 'Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.', 'While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.']}, 'Practicing a Profession': {content: ['You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.', 'If you are a member of an organization that can provide gainful employment, such as a temple or a thieves guild, you earn enough to support a comfortable lifestyle instead.', 'If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.']}, Recuperating: {content: ['You can use downtime between adventures to recover f