Update some of the MD layouts and formatting to better represent sections.

Add ability to auto-update the full 5esrd.md file when running the json generator.
This commit is contained in:
Ben Morton 2017-03-04 23:43:00 +00:00
parent 471ac3059b
commit 544494fbcb
10 changed files with 2404 additions and 2208 deletions

2254
5esrd.json

File diff suppressed because it is too large Load diff

107
5esrd.md
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@ -3389,9 +3389,9 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
#### Armor
### Armor List
*Light Armor*
##### Light Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------|
@ -3399,7 +3399,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
*Medium Armor*
##### Medium Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------|
@ -3409,7 +3409,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
*Heavy Armor*
##### Heavy Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------|
@ -3418,7 +3418,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
*Shield*
##### Shield
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------|-------|-------------------|----------|---------|--------|
@ -3502,9 +3502,9 @@ Weapons with special rules are described here.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
##### Weapons
### Weapons List
Simple Melee Weapons
##### Simple Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|--------------|------|-----------------|--------|---------------------------------------|
@ -3519,7 +3519,7 @@ Simple Melee Weapons
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
##### Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|-----------------|---------|------------------------------------------------|
@ -3528,7 +3528,7 @@ Simple Ranged Weapons
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
Martial Melee Weapons
##### Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|-------------|-------|-----------------|--------|---------------------------------------|
@ -3551,7 +3551,7 @@ Martial Melee Weapons
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons
##### Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|---------------|---------|--------------------------------------------------------|
@ -4702,6 +4702,9 @@ First, you must find an instructor willing to teach you. The GM determines how l
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
Combat
======
The Order of Combat
-------------------
@ -12068,7 +12071,7 @@ You create a magical zone that guards against deception in a 15-foot-radius sphe
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Traps
-----
=====
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
@ -12245,7 +12248,7 @@ A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
Diseases
--------
========
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
@ -12288,7 +12291,7 @@ A beast or humanoid that drinks water tainted by sight rot must succeed on a DC
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
Madness
-------
=======
In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
@ -12362,7 +12365,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
Objects
-------
=======
When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
@ -12404,7 +12407,7 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Poisons
-------
=======
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
@ -15356,6 +15359,14 @@ If a monster is naturally blind, it has a parenthetical note to this effect, ind
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
##### Armor, Weapon, and Tool Proficiencies
Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.
For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.
See the *Players Handbook* for rules on using armor or weapons without proficiency.
#### Tremorsense
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
@ -15364,14 +15375,6 @@ A monster with tremorsense can detect and pinpoint the origin of vibrations with
A monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
### Armor, Weapon, and Tool Proficiencies
Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.
For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.
See the *Players Handbook* for rules on using armor or weapons without proficiency.
### Languages
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.
@ -23870,23 +23873,7 @@ Its said that something wild lurks in the heart of every soul, a space that t
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
#### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
#### The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
#### Celtic Deities
##### Celtic Deities
| Deity | Alignment | Suggested Domains | Symbol |
|---------------------------------------------------|-----------|-------------------|------------------------------------|
@ -23905,7 +23892,11 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
#### Greek Deities
#### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
##### Greek Deities
| Deity | Alignment | Suggested Domains | Symbol |
|--------------------------------------------|-----------|------------------------|---------------------------------------|
@ -23929,8 +23920,38 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
#### The Egyptian Pantheon
#### Norse Deities
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
##### Egyptian Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------------|-----------|--------------------------|--------------------------------------|
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
##### Norse Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------|-----------|-------------------|-----------------------------------|
@ -27567,4 +27588,4 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
***Heavy Crossbow.** Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.
**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

View file

@ -2,27 +2,38 @@ var marked = require("marked");
import Renderer from "./renderer";
import * as fs from "fs";
function addChildKeys(source, dest) {
function addChildKeys(source: any, dest: any): void {
for (let key in source) {
dest[key] = {};
if (source[key].children) {
addChildKeys(source[key].children, dest[key]);
}
}
}
function convertJson(inputFile: string, outputFile: string, keysFile?: string): void {
function writeFilePromise(fileName: string, content: string): Promise<void> {
return new Promise<void>((resolve, reject) => {
fs.writeFile(fileName, content, (error: Error) => {
if (error) {
reject(error);
}
resolve();
});
});
}
function convertJson(input: string, outputFile: string, keysFile?: string): Promise<void> {
const render = new Renderer();
marked.setOptions({
renderer: render
});
const srd = fs.readFileSync(inputFile, { encoding: "utf-8" });
marked(input);
marked(srd);
fs.writeFileSync(outputFile, render.getOutput());
const promises: Array<Promise<void>> = [ writeFilePromise(outputFile, render.getOutput()) ];
if (keysFile) {
let treeKeys: any = {};
@ -30,11 +41,12 @@ function convertJson(inputFile: string, outputFile: string, keysFile?: string):
addChildKeys(render.getFullObject().children, treeKeys);
let jsonStr = JSON.stringify(treeKeys, null, 4);
fs.writeFileSync(keysFile, jsonStr);
}
}
convertJson("5esrd.md", "5esrd.json", "5esrdkeys.json");
promises.push(writeFilePromise(keysFile, jsonStr));
}
return Promise.all(promises).then(() => undefined);
}
const files = [
"legal",
@ -56,8 +68,28 @@ const files = [
"npcs"
];
const promises: Array<Promise<string>> = [];
for (let i = 0; i < files.length; i++) {
const fileName: string = (i < 10 ? "0" + i : i) + " " + files[i];
convertJson("markdown/" + fileName + ".md", "json/" + fileName + ".json");
}
promises.push(new Promise((resolve, reject) => {
fs.readFile("markdown/" + fileName + ".md", { encoding: "utf-8" }, (error: Error, fileContent: string) => {
if (error) {
return reject(error);
}
convertJson(fileContent, "json/" + fileName + ".json");
resolve(fileContent);
});
}));
}
Promise.all(promises).then((fileContents: Array<string>) => {
const fullSRD = fileContents.join("\n\n");
convertJson(fullSRD, "5esrd.json", "5esrdkeys.json");
return writeFilePromise("5esrd.md", fullSRD);
});

View file

@ -99,156 +99,150 @@
"***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.",
"***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.",
"***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
],
"Armor": {
"content": [
"*Light Armor*",
{
"table": {
"Armor": [
"Padded",
"Leather",
"Studded leather"
],
"Cost": [
"5 gp",
"10 gp",
"45 gp"
],
"Armor Class (AC)": [
"11 + Dex modifier",
"11 + Dex modifier",
"12 + Dex modifier"
],
"Strength": [
"—",
"—",
"—"
],
"Stealth": [
"Disadvantage",
"—",
"—"
],
"Weight": [
"8 lb.",
"10 lb.",
"13 lb."
]
}
},
"*Medium Armor*",
{
"table": {
"Armor": [
"Hide",
"Chain shirt",
"Scale mail",
"Breastplate",
"Half plate"
],
"Cost": [
"10 gp",
"50 gp",
"50 gp",
"400 gp",
"750 gp"
],
"Armor Class (AC)": [
"12 + Dex modifier (max 2)",
"13 + Dex modifier (max 2)",
"14 + Dex modifier (max 2)",
"14 + Dex modifier (max 2)",
"15 + Dex modifier (max 2)"
],
"Strength": [
"—",
"—",
"—",
"—",
"—"
],
"Stealth": [
"—",
"—",
"Disadvantage",
"—",
"Disadvantage"
],
"Weight": [
"12 lb.",
"20 lb.",
"45 lb.",
"20 lb.",
"40 lb."
]
}
},
"*Heavy Armor*",
{
"table": {
"Armor": [
"Ring mail",
"Chain mail",
"Splint",
"Plate"
],
"Cost": [
"30 gp",
"75 gp",
"200 gp",
"1,500 gp"
],
"Armor Class (AC)": [
"14",
"16",
"17",
"18"
],
"Strength": [
"—",
"Str 13",
"Str 15",
"Str 15"
],
"Stealth": [
"Disadvantage",
"Disadvantage",
"Disadvantage",
"Disadvantage"
],
"Weight": [
"40 lb.",
"55 lb.",
"60 lb.",
"65 lb."
]
}
},
"*Shield*",
{
"table": {
"Armor": [
"Shield"
],
"Cost": [
"10 gp"
],
"Armor Class (AC)": [
"+2"
],
"Strength": [
"—"
],
"Stealth": [
"—"
],
"Weight": [
"6 lb."
]
}
}
]
]
},
"Armor List": {
"Light Armor": {
"table": {
"Armor": [
"Padded",
"Leather",
"Studded leather"
],
"Cost": [
"5 gp",
"10 gp",
"45 gp"
],
"Armor Class (AC)": [
"11 + Dex modifier",
"11 + Dex modifier",
"12 + Dex modifier"
],
"Strength": [
"—",
"—",
"—"
],
"Stealth": [
"Disadvantage",
"—",
"—"
],
"Weight": [
"8 lb.",
"10 lb.",
"13 lb."
]
}
},
"Medium Armor": {
"table": {
"Armor": [
"Hide",
"Chain shirt",
"Scale mail",
"Breastplate",
"Half plate"
],
"Cost": [
"10 gp",
"50 gp",
"50 gp",
"400 gp",
"750 gp"
],
"Armor Class (AC)": [
"12 + Dex modifier (max 2)",
"13 + Dex modifier (max 2)",
"14 + Dex modifier (max 2)",
"14 + Dex modifier (max 2)",
"15 + Dex modifier (max 2)"
],
"Strength": [
"—",
"—",
"—",
"—",
"—"
],
"Stealth": [
"—",
"—",
"Disadvantage",
"—",
"Disadvantage"
],
"Weight": [
"12 lb.",
"20 lb.",
"45 lb.",
"20 lb.",
"40 lb."
]
}
},
"Heavy Armor": {
"table": {
"Armor": [
"Ring mail",
"Chain mail",
"Splint",
"Plate"
],
"Cost": [
"30 gp",
"75 gp",
"200 gp",
"1,500 gp"
],
"Armor Class (AC)": [
"14",
"16",
"17",
"18"
],
"Strength": [
"—",
"Str 13",
"Str 15",
"Str 15"
],
"Stealth": [
"Disadvantage",
"Disadvantage",
"Disadvantage",
"Disadvantage"
],
"Weight": [
"40 lb.",
"55 lb.",
"60 lb.",
"65 lb."
]
}
},
"Shield": {
"table": {
"Armor": [
"Shield"
],
"Cost": [
"10 gp"
],
"Armor Class (AC)": [
"+2"
],
"Strength": [
"—"
],
"Stealth": [
"—"
],
"Weight": [
"6 lb."
]
}
}
},
"Getting Into and Out of Armor": {
@ -321,254 +315,248 @@
"***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you arent mounted.",
"***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.",
"When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."
],
"Weapons": {
"content": [
"Simple Melee Weapons",
{
"table": {
"Name": [
"Club",
"Dagger",
"Greatclub",
"Handaxe",
"Javelin",
"Light hammer",
"Mace",
"Quarterstaff",
"Sickle",
"Spear"
],
"Cost": [
"1 sp",
"2 gp",
"2 sp",
"5 gp",
"5 sp",
"2 gp",
"5 gp",
"2 sp",
"1 gp",
"1 gp"
],
"Damage": [
"1d4 bludgeoning",
"1d4 piercing",
"1d8 bludgeoning",
"1d6 slashing",
"1d6 piercing",
"1d4 bludgeoning",
"1d6 bludgeoning",
"1d6 bludgeoning",
"1d4 slashing",
"1d6 piercing"
],
"Weight": [
"2 lb.",
"1 lb.",
"10 lb.",
"2 lb.",
"2 lb.",
"2 lb.",
"4 lb.",
"4 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Light",
"Finesse, light, thrown (range 20/60)",
"Two-handed",
"Light, thrown (range 20/60)",
"Thrown (range 30/120)",
"Light, thrown (range 20/60)",
"—",
"Versatile (1d8)",
"Light",
"Thrown (range 20/60), versatile (1d8)"
]
}
},
"Simple Ranged Weapons",
{
"table": {
"Name": [
"Crossbow, light",
"Dart",
"Shortbow",
"Sling"
],
"Cost": [
"25 gp",
"5 cp",
"25 gp",
"1 sp"
],
"Damage": [
"1d8 piercing",
"1d4 piercing",
"1d6 piercing",
"1d4 bludgeoning"
],
"Weight": [
"5 lb.",
"1/4 lb.",
"2 lb.",
"—"
],
"Properties": [
"Ammunition (range 80/320), loading, two-handed",
"Finesse, thrown (range 20/60)",
"Ammunition (range 80/320), two-handed",
"Ammunition (range 30/120)"
]
}
},
"Martial Melee Weapons",
{
"table": {
"Name": [
"Battleaxe",
"Flail",
"Glaive",
"Greataxe",
"Greatsword",
"Halberd",
"Lance",
"Longsword",
"Maul",
"Morningstar",
"Pike",
"Rapier",
"Scimitar",
"Shortsword",
"Trident",
"War pick",
"Warhammer",
"Whip"
],
"Cost": [
"10 gp",
"10 gp",
"20 gp",
"30 gp",
"50 gp",
"20 gp",
"10 gp",
"15 gp",
"10 gp",
"15 gp",
"5 gp",
"25 gp",
"25 gp",
"10 gp",
"5 gp",
"5 gp",
"15 gp",
"2 gp"
],
"Damage": [
"1d8 slashing",
"1d8 bludgeoning",
"1d10 slashing",
"1d12 slashing",
"2d6 slashing",
"1d10 slashing",
"1d12 piercing",
"1d8 slashing",
"2d6 bludgeoning",
"1d8 piercing",
"1d10 piercing",
"1d8 piercing",
"1d6 slashing",
"1d6 piercing",
"1d6 piercing",
"1d8 piercing",
"1d8 bludgeoning",
"1d4 slashing"
],
"Weight": [
"4 lb.",
"2 lb.",
"6 lb.",
"7 lb.",
"6 lb.",
"6 lb.",
"6 lb.",
"3 lb.",
"10 lb.",
"4 lb.",
"18 lb.",
"2 lb.",
"3 lb.",
"2 lb.",
"4 lb.",
"2 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Versatile (1d10)",
"—",
"Heavy, reach, two-handed",
"Heavy, two-handed",
"Heavy, two-handed",
"Heavy, reach, two-handed",
"Reach, special",
"Versatile (1d10)",
"Heavy, two-handed",
"—",
"Heavy, reach, two-handed",
"Finesse",
"Finesse, light",
"Finesse, light",
"Thrown (range 20/60), versatile (1d8)",
"—",
"Versatile (1d10)",
"Finesse, reach"
]
}
},
"Martial Ranged Weapons",
{
"table": {
"Name": [
"Blowgun",
"Crossbow, hand",
"Crossbow, heavy",
"Longbow",
"Net"
],
"Cost": [
"10 gp",
"75 gp",
"50 gp",
"50 gp",
"1 gp"
],
"Damage": [
"1 piercing",
"1d6 piercing",
"1d10 piercing",
"1d8 piercing",
"—"
],
"Weight": [
"1 lb.",
"3 lb.",
"18 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Ammunition (range 25/100), loading",
"Ammunition (range 30/120), light, loading",
"Ammunition (range 100/400), heavy, loading, two-handed",
"Ammunition (range 150/600), heavy, two-handed",
"Special, thrown (range 5/15)"
]
}
}
]
}
},
"Weapons List": {
"Simple Melee Weapons": {
"table": {
"Name": [
"Club",
"Dagger",
"Greatclub",
"Handaxe",
"Javelin",
"Light hammer",
"Mace",
"Quarterstaff",
"Sickle",
"Spear"
],
"Cost": [
"1 sp",
"2 gp",
"2 sp",
"5 gp",
"5 sp",
"2 gp",
"5 gp",
"2 sp",
"1 gp",
"1 gp"
],
"Damage": [
"1d4 bludgeoning",
"1d4 piercing",
"1d8 bludgeoning",
"1d6 slashing",
"1d6 piercing",
"1d4 bludgeoning",
"1d6 bludgeoning",
"1d6 bludgeoning",
"1d4 slashing",
"1d6 piercing"
],
"Weight": [
"2 lb.",
"1 lb.",
"10 lb.",
"2 lb.",
"2 lb.",
"2 lb.",
"4 lb.",
"4 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Light",
"Finesse, light, thrown (range 20/60)",
"Two-handed",
"Light, thrown (range 20/60)",
"Thrown (range 30/120)",
"Light, thrown (range 20/60)",
"—",
"Versatile (1d8)",
"Light",
"Thrown (range 20/60), versatile (1d8)"
]
}
},
"Simple Ranged Weapons": {
"table": {
"Name": [
"Crossbow, light",
"Dart",
"Shortbow",
"Sling"
],
"Cost": [
"25 gp",
"5 cp",
"25 gp",
"1 sp"
],
"Damage": [
"1d8 piercing",
"1d4 piercing",
"1d6 piercing",
"1d4 bludgeoning"
],
"Weight": [
"5 lb.",
"1/4 lb.",
"2 lb.",
"—"
],
"Properties": [
"Ammunition (range 80/320), loading, two-handed",
"Finesse, thrown (range 20/60)",
"Ammunition (range 80/320), two-handed",
"Ammunition (range 30/120)"
]
}
},
"Martial Melee Weapons": {
"table": {
"Name": [
"Battleaxe",
"Flail",
"Glaive",
"Greataxe",
"Greatsword",
"Halberd",
"Lance",
"Longsword",
"Maul",
"Morningstar",
"Pike",
"Rapier",
"Scimitar",
"Shortsword",
"Trident",
"War pick",
"Warhammer",
"Whip"
],
"Cost": [
"10 gp",
"10 gp",
"20 gp",
"30 gp",
"50 gp",
"20 gp",
"10 gp",
"15 gp",
"10 gp",
"15 gp",
"5 gp",
"25 gp",
"25 gp",
"10 gp",
"5 gp",
"5 gp",
"15 gp",
"2 gp"
],
"Damage": [
"1d8 slashing",
"1d8 bludgeoning",
"1d10 slashing",
"1d12 slashing",
"2d6 slashing",
"1d10 slashing",
"1d12 piercing",
"1d8 slashing",
"2d6 bludgeoning",
"1d8 piercing",
"1d10 piercing",
"1d8 piercing",
"1d6 slashing",
"1d6 piercing",
"1d6 piercing",
"1d8 piercing",
"1d8 bludgeoning",
"1d4 slashing"
],
"Weight": [
"4 lb.",
"2 lb.",
"6 lb.",
"7 lb.",
"6 lb.",
"6 lb.",
"6 lb.",
"3 lb.",
"10 lb.",
"4 lb.",
"18 lb.",
"2 lb.",
"3 lb.",
"2 lb.",
"4 lb.",
"2 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Versatile (1d10)",
"—",
"Heavy, reach, two-handed",
"Heavy, two-handed",
"Heavy, two-handed",
"Heavy, reach, two-handed",
"Reach, special",
"Versatile (1d10)",
"Heavy, two-handed",
"—",
"Heavy, reach, two-handed",
"Finesse",
"Finesse, light",
"Finesse, light",
"Thrown (range 20/60), versatile (1d8)",
"—",
"Versatile (1d10)",
"Finesse, reach"
]
}
},
"Martial Ranged Weapons": {
"table": {
"Name": [
"Blowgun",
"Crossbow, hand",
"Crossbow, heavy",
"Longbow",
"Net"
],
"Cost": [
"10 gp",
"75 gp",
"50 gp",
"50 gp",
"1 gp"
],
"Damage": [
"1 piercing",
"1d6 piercing",
"1d10 piercing",
"1d8 piercing",
"—"
],
"Weight": [
"1 lb.",
"3 lb.",
"18 lb.",
"2 lb.",
"3 lb."
],
"Properties": [
"Ammunition (range 25/100), loading",
"Ammunition (range 30/120), light, loading",
"Ammunition (range 100/400), heavy, loading, two-handed",
"Ammunition (range 150/600), heavy, two-handed",
"Special, thrown (range 5/15)"
]
}
}

View file

@ -1,413 +1,415 @@
{
"The Order of Combat": {
"content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",
"Combat Step by Step": [
"**Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.",
"**Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.",
"**Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.",
"**Take turns.** Each participant in the battle takes a turn in initiative order.",
"**Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops."
],
"Surprise": {
"content": [
"A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.",
"The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesnt notice a threat is surprised at the start of the encounter.",
"If youre surprised, you cant move or take an action on your first turn of the combat, and you cant take a reaction until that turn ends. A member of a group can be surprised even if the other members arent."
]
},
"Initiative": {
"content": [
"Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.",
"The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.",
"If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."
]
},
"Your Turn": {
"content": [
"On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.",
"The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.",
"The “Movement and Position” section later in this chapter gives the rules for your move.",
"You can forgo moving, taking an action, or doing anything at all on your turn. If you cant decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”"
"Combat": {
"The Order of Combat": {
"content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",
"Combat Step by Step": [
"**Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.",
"**Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.",
"**Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.",
"**Take turns.** Each participant in the battle takes a turn in initiative order.",
"**Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops."
],
"Bonus Actions": {
"Surprise": {
"content": [
"Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise dont have a bonus action to take.",
"You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.",
"You choose when to take a bonus action during your turn, unless the bonus actions timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."
"A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.",
"The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesnt notice a threat is surprised at the start of the encounter.",
"If youre surprised, you cant move or take an action on your first turn of the combat, and you cant take a reaction until that turn ends. A member of a group can be surprised even if the other members arent."
]
},
"Other Activity on Your Turn": {
"Initiative": {
"content": [
"Your turn can include a variety of flourishes that require neither your action nor your move.",
"You can communicate however you are able, through brief utterances and gestures, as you take your turn.",
"You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.",
"If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.",
"The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge."
"Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.",
"The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.",
"If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."
]
}
},
"Reactions": {
"content": [
"Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone elses. The opportunity attack, described later in this chapter, is the most common type of reaction.",
"When you take a reaction, you cant take another one until the start of your next turn. If the reaction interrupts another creatures turn, that creature can continue its turn right after the reaction."
]
}
},
"Movement and Position": {
"content": [
"In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.",
"On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.",
"Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However youre moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving."
],
"Breaking Up Your Move": {
"content": "You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",
"Moving between Attacks": "If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.",
"Using Different Speeds": {
},
"Your Turn": {
"content": [
"If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance youve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you cant use the new speed during the current move.",
"For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."
]
}
},
"Difficult Terrain": {
"content": [
"Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.",
"Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.",
"Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."
]
},
"Being Prone": {
"content": [
"Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.",
"You can **drop prone** without using any of your speed. **Standing up** takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend",
"15 feet of movement to stand up. You cant stand up if you dont have enough movement left or if your speed is 0.",
"To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement."
]
},
"Moving Around Other Creatures": {
"content": [
"You can move through a nonhostile creatures space. In contrast, you can move through a hostile creatures space only if the creature is at least two sizes larger or smaller than you. Remember that another creatures space is difficult terrain for you.",
"Whether a creature is a friend or an enemy, you cant willingly end your move in its space.",
"If you leave a hostile creatures reach during your move, you provoke an opportunity attack, as explained later in the chapter."
]
},
"Flying Movement": "Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.",
"Creature Size": {
"content": "Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",
"Size Categories": {
"table": {
"Size": [
"Tiny",
"Small",
"Medium",
"Large",
"Huge",
"Gargantuan"
],
"Space": [
"2½ by 2½ ft.",
"5 by 5 ft.",
"5 by 5 ft.",
"10 by 10 ft.",
"15 by 15 ft.",
"20 by 20 ft. or larger"
"On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.",
"The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.",
"The “Movement and Position” section later in this chapter gives the rules for your move.",
"You can forgo moving, taking an action, or doing anything at all on your turn. If you cant decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”"
],
"Bonus Actions": {
"content": [
"Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise dont have a bonus action to take.",
"You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.",
"You choose when to take a bonus action during your turn, unless the bonus actions timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."
]
},
"Other Activity on Your Turn": {
"content": [
"Your turn can include a variety of flourishes that require neither your action nor your move.",
"You can communicate however you are able, through brief utterances and gestures, as you take your turn.",
"You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.",
"If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.",
"The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge."
]
}
},
"Space": {
"Reactions": {
"content": [
"A creatures space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnt 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5- foot-wide doorway, other creatures cant get through unless the hobgoblin lets them.",
"A creatures space also reflects the area it needs to fight effectively. For that reason, theres a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.",
"Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, theres little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."
"Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone elses. The opportunity attack, described later in this chapter, is the most common type of reaction.",
"When you take a reaction, you cant take another one until the start of your next turn. If the reaction interrupts another creatures turn, that creature can continue its turn right after the reaction."
]
}
},
"Movement and Position": {
"content": [
"In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.",
"On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.",
"Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However youre moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving."
],
"Breaking Up Your Move": {
"content": "You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",
"Moving between Attacks": "If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.",
"Using Different Speeds": {
"content": [
"If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance youve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you cant use the new speed during the current move.",
"For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."
]
}
},
"Difficult Terrain": {
"content": [
"Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.",
"Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.",
"Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."
]
},
"Squeezing into a Smaller Space": "A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage thats only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while its in the smaller space."
"Being Prone": {
"content": [
"Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.",
"You can **drop prone** without using any of your speed. **Standing up** takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend",
"15 feet of movement to stand up. You cant stand up if you dont have enough movement left or if your speed is 0.",
"To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement."
]
},
"Moving Around Other Creatures": {
"content": [
"You can move through a nonhostile creatures space. In contrast, you can move through a hostile creatures space only if the creature is at least two sizes larger or smaller than you. Remember that another creatures space is difficult terrain for you.",
"Whether a creature is a friend or an enemy, you cant willingly end your move in its space.",
"If you leave a hostile creatures reach during your move, you provoke an opportunity attack, as explained later in the chapter."
]
},
"Flying Movement": "Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.",
"Creature Size": {
"content": "Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",
"Size Categories": {
"table": {
"Size": [
"Tiny",
"Small",
"Medium",
"Large",
"Huge",
"Gargantuan"
],
"Space": [
"2½ by 2½ ft.",
"5 by 5 ft.",
"5 by 5 ft.",
"10 by 10 ft.",
"15 by 15 ft.",
"20 by 20 ft. or larger"
]
}
},
"Space": {
"content": [
"A creatures space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnt 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5- foot-wide doorway, other creatures cant get through unless the hobgoblin lets them.",
"A creatures space also reflects the area it needs to fight effectively. For that reason, theres a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.",
"Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, theres little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."
]
},
"Squeezing into a Smaller Space": "A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage thats only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while its in the smaller space."
},
"Interacting with Objects Around You": {
"content": [
"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"
]
]
}
},
"Interacting with Objects Around You": {
"Actions in Combat": {
"content": [
"Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",
"When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.",
"When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure."
],
"Attack": {
"content": [
"The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.",
"With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.",
"Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action."
]
},
"Cast a Spell": "Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.",
"Dash": {
"content": [
"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.",
"Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
]
},
"Disengage": "If you take the Disengage action, your movement doesnt provoke opportunity attacks for the rest of the turn.",
"Dodge": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.",
"Help": {
"content": [
"You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.",
"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your allys attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage."
]
},
"Hide": "When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.",
"Ready": {
"content": [
"Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.",
"First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, Ill pull the lever that opens it,” and “If the goblin steps next to me, I move away.”",
"When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.",
"When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spells magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken."
]
},
"Search": "When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.",
"Use an Object": "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn."
},
"Making an Attack": {
"content": [
"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.",
[
"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"
]
]
}
},
"Actions in Combat": {
"content": [
"When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.",
"When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure."
],
"Attack": {
"content": [
"The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.",
"With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.",
"Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action."
]
},
"Cast a Spell": "Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.",
"Dash": {
"content": [
"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.",
"Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
]
},
"Disengage": "If you take the Disengage action, your movement doesnt provoke opportunity attacks for the rest of the turn.",
"Dodge": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.",
"Help": {
"content": [
"You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.",
"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your allys attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage."
]
},
"Hide": "When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.",
"Ready": {
"content": [
"Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.",
"First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, Ill pull the lever that opens it,” and “If the goblin steps next to me, I move away.”",
"When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.",
"When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spells magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken."
]
},
"Search": "When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.",
"Use an Object": "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn."
},
"Making an Attack": {
"content": [
"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.",
[
"**Choose a target.** Pick a target within your attacks range: a creature, an object, or a location.",
"**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.",
"**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."
"**Choose a target.** Pick a target within your attacks range: a creature, an object, or a location.",
"**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.",
"**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."
],
"If theres ever any question whether something youre doing counts as an attack, the rule is simple: if youre making an attack roll, youre making an attack."
],
"Attack Rolls": {
"content": "When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the targets Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",
"Modifiers to the Roll": {
"Attack Rolls": {
"content": "When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the targets Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",
"Modifiers to the Roll": {
"content": [
"When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the characters proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",
"***Ability Modifier.*** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.",
"Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.",
"***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."
]
},
"Rolling 1 or 20": {
"content": [
"Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.",
"If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the targets AC. This is called a critical hit, which is explained later in this chapter.",
"If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the targets AC."
]
}
},
"Unseen Attackers and Targets": {
"content": [
"When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the characters proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",
"***Ability Modifier.*** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.",
"Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.",
"***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."
"Combatants often try to escape their foes notice by hiding, casting the invisibility spell, or lurking in darkness.",
"When you attack a target that you cant see, you have disadvantage on the attack roll. This is true whether youre guessing the targets location or youre targeting a creature you can hear but not see. If the target isnt in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the targets location correctly.",
"When a creature cant see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses."
]
},
"Rolling 1 or 20": {
"Ranged Attacks": {
"content": "When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",
"Range": {
"content": [
"You can make ranged attacks only against targets within a specified range.",
"If a ranged attack, such as one made with a spell, has a single range, you cant attack a target beyond this range.",
"Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you cant attack a target beyond the long range."
]
},
"Ranged Attacks in Close Combat": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isnt incapacitated."
},
"Melee Attacks": {
"content": [
"Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.",
"If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the targets AC. This is called a critical hit, which is explained later in this chapter.",
"If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the targets AC."
"Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.",
"Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.",
"Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."
],
"Opportunity Attacks": {
"content": [
"In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.",
"You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.",
"You can avoid provoking an opportunity attack by taking the Disengage action. You also dont provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you dont provoke an opportunity attack if an explosion hurls you out of a foes reach or if gravity causes you to fall past an enemy."
]
},
"Two-Weapon Fighting": {
"content": [
"When you take the Attack action and attack with a light melee weapon that youre holding in one hand, you can use a bonus action to attack with a different light melee weapon that youre holding in the other hand. You dont add your ability modifier to the damage of the bonus attack, unless that modifier is negative.",
"If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."
]
},
"Contests in Combat": "Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.",
"Grappling": {
"content": [
"When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.",
"The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",
"***Escaping a Grapple.*** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.",
"***Moving a Grappled Creature.*** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."
]
},
"Shoving a Creature": {
"content": [
"Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.",
"The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you."
]
}
}
},
"Cover": {
"content": [
"Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.",
"There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees arent added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.",
"A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.",
"A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.",
"A target with **total cover** cant be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."
]
},
"Damage and Healing": {
"content": "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": {
"content": [
"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.",
"A creatures current hit points (usually just called hit points) can be any number from the creatures hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.",
"Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creatures capabilities until the creature drops to 0 hit points."
]
},
"Damage Rolls": {
"content": [
"Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.",
"When attacking with a **weapon**, you add your ability modifier—the same modifier used for the attack roll—to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.",
"If a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spells damage is rolled once for all creatures caught in the blast."
],
"Critical Hits": {
"content": [
"When you score a critical hit, you get to roll extra dice for the attacks damage against the target. Roll all of the attacks damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.",
"For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogues Sneak Attack feature, you roll those dice twice as well."
]
},
"Damage Types": {
"content": [
"Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.",
"The damage types follow, with examples to help a GM assign a damage type to a new effect.",
"***Acid.*** The corrosive spray of a black dragons breath and the dissolving enzymes secreted by a black pudding deal acid damage.",
"***Bludgeoning.*** Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.",
"***Cold.*** The infernal chill radiating from an ice devils spear and the frigid blast of a white dragons breath deal cold damage.",
"***Fire.*** Red dragons breathe fire, and many spells conjure flames to deal fire damage.",
"***Force.*** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including *magic missile* and *spiritual weapon*.",
"***Lightning.*** A *lightning bolt* spell and a blue dragons breath deal lightning damage.",
"***Necrotic.*** Necrotic damage, dealt by certain undead and a spell such as *chill touch*, withers matter and even the soul.",
"***Piercing.*** Puncturing and impaling attacks, including spears and monsters bites, deal piercing damage.",
"***Poison.*** Venomous stings and the toxic gas of a green dragons breath deal poison damage.",
"***Psychic.*** Mental abilities such as a mind flayers psionic blast deal psychic damage.",
"***Radiant.*** Radiant damage, dealt by a clerics *flame strike* spell or an angels smiting weapon, sears the flesh like fire and overloads the spirit with power.",
"***Slashing.*** Swords, axes, and monsters claws deal slashing damage.",
"***Thunder.*** A concussive burst of sound, such as the effect of the *thunderwave* spell, deals thunder damage."
]
}
},
"Damage Resistance and Vulnerability": {
"content": [
"Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.",
"If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.",
"Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.",
"Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three- quarters."
]
},
"Healing": {
"content": [
"Unless it results in death, damage isnt permanent. Even death is reversible through powerful magic. Rest can restore a creatures hit points, and magical methods such as a *cure wounds* spell or a *potion of healing* can remove damage in an instant.",
"When a creature receives healing of any kind, hit points regained are added to its current hit points. A creatures hit points cant exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.",
"A creature that has died cant regain hit points until magic such as the *revivify* spell has restored it to life."
]
},
"Dropping to 0 Hit Points": {
"content": "When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.",
"Instant Death": {
"content": [
"Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.",
"For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."
]
},
"Falling Unconscious": "If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.",
"Death Saving Throws": {
"content": [
"Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isnt tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.",
"Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures dont need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",
"***Rolling 1 or 20.*** When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.",
"***Damage at 0 Hit Points.*** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."
]
},
"Stabilizing a Creature": {
"content": [
"The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isnt killed by a failed death saving throw.",
"You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.",
"A **stable** creature doesnt make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isnt healed regains 1 hit point after 1d4 hours."
]
},
"Monsters and Death": {
"content": [
"Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.",
"Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters."
]
}
},
"Knocking a Creature Out": "Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.",
"Temporary Hit Points": {
"content": [
"Some spells and special abilities confer temporary hit points to a creature. Temporary hit points arent actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.",
"When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.",
"Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.",
"Healing cant restore temporary hit points, and they cant be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.",
"If you have 0 hit points, receiving temporary hit points doesnt restore you to consciousness or stabilize you. They can still absorb damage directed at you while youre in that state, but only true healing can save you.",
"Unless a feature that grants you temporary hit points has a duration, they last until theyre depleted or you finish a long rest."
]
}
},
"Unseen Attackers and Targets": {
"Mounted Combat": {
"content": [
"Combatants often try to escape their foes notice by hiding, casting the invisibility spell, or lurking in darkness.",
"When you attack a target that you cant see, you have disadvantage on the attack roll. This is true whether youre guessing the targets location or youre targeting a creature you can hear but not see. If the target isnt in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the targets location correctly.",
"When a creature cant see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses."
]
},
"Ranged Attacks": {
"content": "When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",
"Range": {
"content": [
"You can make ranged attacks only against targets within a specified range.",
"If a ranged attack, such as one made with a spell, has a single range, you cant attack a target beyond this range.",
"Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you cant attack a target beyond the long range."
]
},
"Ranged Attacks in Close Combat": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isnt incapacitated."
},
"Melee Attacks": {
"content": [
"Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.",
"Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.",
"Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."
"A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.",
"A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules."
],
"Opportunity Attacks": {
"Mounting and Dismounting": {
"content": [
"In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.",
"You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.",
"You can avoid provoking an opportunity attack by taking the Disengage action. You also dont provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you dont provoke an opportunity attack if an explosion hurls you out of a foes reach or if gravity causes you to fall past an enemy."
"Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you cant mount it if you dont have 15 feet of movement left or if your speed is 0.",
"If an effect moves your mount against its will while youre on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If youre knocked prone while mounted, you must make the same saving throw.",
"If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it."
]
},
"Two-Weapon Fighting": {
"Controlling a Mount": {
"content": [
"When you take the Attack action and attack with a light melee weapon that youre holding in one hand, you can use a bonus action to attack with a different light melee weapon that youre holding in the other hand. You dont add your ability modifier to the damage of the bonus attack, unless that modifier is negative.",
"If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."
]
},
"Contests in Combat": "Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.",
"Grappling": {
"content": [
"When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.",
"The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",
"***Escaping a Grapple.*** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.",
"***Moving a Grappled Creature.*** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."
]
},
"Shoving a Creature": {
"content": [
"Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If youre able to make multiple attacks with the Attack action, this attack replaces one of them.",
"The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you."
]
}
}
},
"Cover": {
"content": [
"Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.",
"There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees arent added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.",
"A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.",
"A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.",
"A target with **total cover** cant be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."
]
},
"Damage and Healing": {
"content": "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": {
"content": [
"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.",
"A creatures current hit points (usually just called hit points) can be any number from the creatures hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.",
"Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creatures capabilities until the creature drops to 0 hit points."
]
},
"Damage Rolls": {
"content": [
"Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.",
"When attacking with a **weapon**, you add your ability modifier—the same modifier used for the attack roll—to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.",
"If a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spells damage is rolled once for all creatures caught in the blast."
],
"Critical Hits": {
"content": [
"When you score a critical hit, you get to roll extra dice for the attacks damage against the target. Roll all of the attacks damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.",
"For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogues Sneak Attack feature, you roll those dice twice as well."
]
},
"Damage Types": {
"content": [
"Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.",
"The damage types follow, with examples to help a GM assign a damage type to a new effect.",
"***Acid.*** The corrosive spray of a black dragons breath and the dissolving enzymes secreted by a black pudding deal acid damage.",
"***Bludgeoning.*** Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.",
"***Cold.*** The infernal chill radiating from an ice devils spear and the frigid blast of a white dragons breath deal cold damage.",
"***Fire.*** Red dragons breathe fire, and many spells conjure flames to deal fire damage.",
"***Force.*** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including *magic missile* and *spiritual weapon*.",
"***Lightning.*** A *lightning bolt* spell and a blue dragons breath deal lightning damage.",
"***Necrotic.*** Necrotic damage, dealt by certain undead and a spell such as *chill touch*, withers matter and even the soul.",
"***Piercing.*** Puncturing and impaling attacks, including spears and monsters bites, deal piercing damage.",
"***Poison.*** Venomous stings and the toxic gas of a green dragons breath deal poison damage.",
"***Psychic.*** Mental abilities such as a mind flayers psionic blast deal psychic damage.",
"***Radiant.*** Radiant damage, dealt by a clerics *flame strike* spell or an angels smiting weapon, sears the flesh like fire and overloads the spirit with power.",
"***Slashing.*** Swords, axes, and monsters claws deal slashing damage.",
"***Thunder.*** A concussive burst of sound, such as the effect of the *thunderwave* spell, deals thunder damage."
"While youre mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.",
"You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.",
"An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.",
"In either case, if the mount provokes an opportunity attack while youre on it, the attacker can target you or the mount."
]
}
},
"Damage Resistance and Vulnerability": {
"Underwater Combat": {
"content": [
"Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.",
"If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.",
"Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.",
"Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three- quarters."
]
},
"Healing": {
"content": [
"Unless it results in death, damage isnt permanent. Even death is reversible through powerful magic. Rest can restore a creatures hit points, and magical methods such as a *cure wounds* spell or a *potion of healing* can remove damage in an instant.",
"When a creature receives healing of any kind, hit points regained are added to its current hit points. A creatures hit points cant exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.",
"A creature that has died cant regain hit points until magic such as the *revivify* spell has restored it to life."
]
},
"Dropping to 0 Hit Points": {
"content": "When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.",
"Instant Death": {
"content": [
"Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.",
"For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."
]
},
"Falling Unconscious": "If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.",
"Death Saving Throws": {
"content": [
"Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isnt tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.",
"Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures dont need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",
"***Rolling 1 or 20.*** When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.",
"***Damage at 0 Hit Points.*** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."
]
},
"Stabilizing a Creature": {
"content": [
"The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isnt killed by a failed death saving throw.",
"You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.",
"A **stable** creature doesnt make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isnt healed regains 1 hit point after 1d4 hours."
]
},
"Monsters and Death": {
"content": [
"Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.",
"Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters."
]
}
},
"Knocking a Creature Out": "Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.",
"Temporary Hit Points": {
"content": [
"Some spells and special abilities confer temporary hit points to a creature. Temporary hit points arent actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.",
"When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.",
"Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.",
"Healing cant restore temporary hit points, and they cant be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.",
"If you have 0 hit points, receiving temporary hit points doesnt restore you to consciousness or stabilize you. They can still absorb damage directed at you while youre in that state, but only true healing can save you.",
"Unless a feature that grants you temporary hit points has a duration, they last until theyre depleted or you finish a long rest."
"When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.",
"When making a **melee weapon attack**, a creature that doesnt have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.",
"A **ranged weapon attack** automatically misses a target beyond the weapons normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).",
"Creatures and objects that are fully immersed in water have resistance to fire damage."
]
}
},
"Mounted Combat": {
"content": [
"A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.",
"A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules."
],
"Mounting and Dismounting": {
"content": [
"Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you cant mount it if you dont have 15 feet of movement left or if your speed is 0.",
"If an effect moves your mount against its will while youre on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If youre knocked prone while mounted, you must make the same saving throw.",
"If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it."
]
},
"Controlling a Mount": {
"content": [
"While youre mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.",
"You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.",
"An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.",
"In either case, if the mount provokes an opportunity attack while youre on it, the attacker can target you or the mount."
]
}
},
"Underwater Combat": {
"content": [
"When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.",
"When making a **melee weapon attack**, a creature that doesnt have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.",
"A **ranged weapon attack** automatically misses a target beyond the weapons normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).",
"Creatures and objects that are fully immersed in water have resistance to fire damage."
]
}
}

View file

@ -5,267 +5,337 @@
"content": [
"Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.",
"The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere."
]
],
"Celtic Deities": {
"table": {
"Deity": [
"The Daghdha, god of weather and crops",
"Arawn, god of life and death",
"Belenus, god of sun, light, and warmth",
"Brigantia, goddess of rivers and livestock",
"Diancecht, god of medicine and healing",
"Dunatis, god of mountains and peaks",
"Goibhniu, god of smiths and healing",
"Lugh, god of arts, travel, and commerce",
"Manannan mac Lir, god of oceans and sea creatures",
"Math Mathonwy, god of magic",
"Morrigan, goddess of battle",
"Nuada, god of war and warriors",
"Oghma, god of speech and writing",
"Silvanus, god of nature and forests"
],
"Alignment": [
"CG",
"NE",
"NG",
"NG",
"LG",
"N",
"NG",
"CN",
"LN",
"NE",
"CE",
"N",
"NG",
"N"
],
"Suggested Domains": [
"Nature, Trickery",
"Life, Death",
"Light",
"Life",
"Life",
"Nature",
"Knowledge, Life",
"Knowledge, Life",
"Nature, Tempest",
"Knowledge",
"War",
"War",
"Knowledge",
"Nature"
],
"Symbol": [
"Bubbling cauldron or shield",
"Black star on gray background",
"Solar disk and standing stones",
"Footbridge",
"Crossed oak and mistletoe branches",
"Red sun-capped mountain peak",
"Giant mallet over sword",
"Pair of long hands",
"Wave of white water on green",
"Staff",
"Two crossed spears",
"Silver hand on black background",
"Unfurled scroll",
"Summer oak tree"
]
}
}
},
"The Greek Pantheon": {
"content": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"Greek Deities": {
"table": {
"Deity": [
"Zeus, god of the sky, ruler of the gods",
"Aphrodite, goddess of love and beauty",
"Apollo, god of light, music, and healing",
"Ares, god of war and strife",
"Artemis, goddess of hunting and childbirth",
"Athena, goddess of wisdom and civilization",
"Demeter, goddess of agriculture",
"Dionysus, god of mirth and wine",
"Hades, god of the underworld",
"Hecate, goddess of magic and the moon",
"Hephaestus, god of smithing and craft",
"Hera, goddess of marriage and intrigue",
"Hercules, god of strength and adventure",
"Hermes, god of travel and commerce",
"Hestia, goddess of home and family",
"Nike, goddess of victory",
"Pan, god of nature",
"Poseidon, god of the sea and earthquakes",
"Tyche, goddess of good fortune"
],
"Alignment": [
"N",
"CG",
"CG",
"CE",
"NG",
"LG",
"NG",
"CN",
"LE",
"CE",
"NG",
"CN",
"CG",
"CG",
"NG",
"LN",
"CN",
"CN",
"N"
],
"Suggested Domains": [
"Tempest",
"Light",
"Knowledge, Life, Light",
"War",
"Life, Nature",
"Knowledge, War",
"Life",
"Life",
"Death",
"Knowledge, Trickery",
"Knowledge",
"Trickery",
"Tempest, War",
"Trickery",
"Life",
"War",
"Nature",
"Tempest",
"Trickery"
],
"Symbol": [
"Fist full of lightning bolts",
"Sea shell",
"Lyre",
"Spear",
"Bow and arrow on lunar disk",
"Owl",
"Mares head",
"Thyrsus (staff tipped with pine cone)",
"Black ram",
"Setting moon",
"Hammer and anvil",
"Fan of peacock feathers",
"Lions head",
"Caduceus (winged staff and serpents)",
"Hearth",
"Winged woman",
"Syrinx (pan pipes)",
"Trident",
"Red pentagram"
]
}
}
},
"The Greek Pantheon": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"The Egyptian Pantheon": {
"content": [
"These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.",
"The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."
]
],
"Egyptian Deities": {
"table": {
"Deity": [
"Re-Horakhty, god of the sun, ruler of the gods",
"Anubis, god of judgment and death",
"Apep, god of evil, fire, and serpents",
"Bast, goddess of cats and vengeance",
"Bes, god of luck and music",
"Hathor, goddess of love, music, and motherhood",
"Imhotep, god of crafts and medicine",
"Isis, goddess of fertility and magic",
"Nephthys, goddess of death and grief",
"Osiris, god of nature and the underworld",
"Ptah, god of crafts, knowledge, and secrets",
"Set, god of darkness and desert storms",
"Sobek, god of water and crocodiles",
"Thoth, god of knowledge and wisdom"
],
"Alignment": [
"LG",
"LN",
"NE",
"CG",
"CN",
"NG",
"NG",
"NG",
"CG",
"LG",
"LN",
"CE",
"LE",
"N"
],
"Suggested Domains": [
"Life, Light",
"Death",
"Trickery",
"War",
"Trickery",
"Life, Light",
"Knowledge",
"Knowledge, Life",
"Death",
"Life, Nature",
"Knowledge",
"Death, Tempest, Trickery",
"Nature, Tempest",
"Knowledge"
],
"Symbol": [
"Solar disk encircled by serpent",
"Black jackal",
"Flaming snake",
"Cat",
"Image of the misshapen deity",
"Horned cowʼs head with lunar disk",
"Step pyramid",
"Ankh and star",
"Horns around a lunar disk",
"Crook and flail",
"Bull",
"Coiled cobra",
"Crocodile head with horns and plumes",
"Ibis"
]
}
}
},
"The Norse Pantheon": {
"content": [
"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.",
"The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."
]
},
"Celtic Deities": {
"table": {
"Deity": [
"The Daghdha, god of weather and crops",
"Arawn, god of life and death",
"Belenus, god of sun, light, and warmth",
"Brigantia, goddess of rivers and livestock",
"Diancecht, god of medicine and healing",
"Dunatis, god of mountains and peaks",
"Goibhniu, god of smiths and healing",
"Lugh, god of arts, travel, and commerce",
"Manannan mac Lir, god of oceans and sea creatures",
"Math Mathonwy, god of magic",
"Morrigan, goddess of battle",
"Nuada, god of war and warriors",
"Oghma, god of speech and writing",
"Silvanus, god of nature and forests"
],
"Alignment": [
"CG",
"NE",
"NG",
"NG",
"LG",
"N",
"NG",
"CN",
"LN",
"NE",
"CE",
"N",
"NG",
"N"
],
"Suggested Domains": [
"Nature, Trickery",
"Life, Death",
"Light",
"Life",
"Life",
"Nature",
"Knowledge, Life",
"Knowledge, Life",
"Nature, Tempest",
"Knowledge",
"War",
"War",
"Knowledge",
"Nature"
],
"Symbol": [
"Bubbling cauldron or shield",
"Black star on gray background",
"Solar disk and standing stones",
"Footbridge",
"Crossed oak and mistletoe branches",
"Red sun-capped mountain peak",
"Giant mallet over sword",
"Pair of long hands",
"Wave of white water on green",
"Staff",
"Two crossed spears",
"Silver hand on black background",
"Unfurled scroll",
"Summer oak tree"
]
}
},
"Greek Deities": {
"table": {
"Deity": [
"Zeus, god of the sky, ruler of the gods",
"Aphrodite, goddess of love and beauty",
"Apollo, god of light, music, and healing",
"Ares, god of war and strife",
"Artemis, goddess of hunting and childbirth",
"Athena, goddess of wisdom and civilization",
"Demeter, goddess of agriculture",
"Dionysus, god of mirth and wine",
"Hades, god of the underworld",
"Hecate, goddess of magic and the moon",
"Hephaestus, god of smithing and craft",
"Hera, goddess of marriage and intrigue",
"Hercules, god of strength and adventure",
"Hermes, god of travel and commerce",
"Hestia, goddess of home and family",
"Nike, goddess of victory",
"Pan, god of nature",
"Poseidon, god of the sea and earthquakes",
"Tyche, goddess of good fortune"
],
"Alignment": [
"N",
"CG",
"CG",
"CE",
"NG",
"LG",
"NG",
"CN",
"LE",
"CE",
"NG",
"CN",
"CG",
"CG",
"NG",
"LN",
"CN",
"CN",
"N"
],
"Suggested Domains": [
"Tempest",
"Light",
"Knowledge, Life, Light",
"War",
"Life, Nature",
"Knowledge, War",
"Life",
"Life",
"Death",
"Knowledge, Trickery",
"Knowledge",
"Trickery",
"Tempest, War",
"Trickery",
"Life",
"War",
"Nature",
"Tempest",
"Trickery"
],
"Symbol": [
"Fist full of lightning bolts",
"Sea shell",
"Lyre",
"Spear",
"Bow and arrow on lunar disk",
"Owl",
"Mares head",
"Thyrsus (staff tipped with pine cone)",
"Black ram",
"Setting moon",
"Hammer and anvil",
"Fan of peacock feathers",
"Lions head",
"Caduceus (winged staff and serpents)",
"Hearth",
"Winged woman",
"Syrinx (pan pipes)",
"Trident",
"Red pentagram"
]
}
},
"Norse Deities": {
"table": {
"Deity": [
"Odin, god of knowledge and war",
"Aegir, god of the sea and storms",
"Balder, god of beauty and poetry",
"Forseti, god of justice and law",
"Frey, god of fertility and the sun",
"Freya, goddess of fertility and love",
"Frigga, goddess of birth and fertility",
"Heimdall, god of watchfulness and loyalty",
"Hel, goddess of the underworld",
"Hermod, god of luck",
"Loki, god of thieves and trickery",
"Njord, god of sea and wind",
"Odur, god of light and the sun",
"Sif, goddess of war",
"Skadi, god of earth and mountains",
"Surtur, god of fire giants and war",
"Thor, god of storms and thunder",
"Thrym, god of frost giants and cold",
"Tyr, god of courage and strategy",
"Uller, god of hunting and winter"
],
"Alignment": [
"NG",
"NE",
"NG",
"N",
"NG",
"NG",
"N",
"LG",
"NE",
"CN",
"CE",
"NG",
"CG",
"CG",
"N",
"LE",
"CG",
"CE",
"LN",
"CN"
],
"Suggested Domains": [
"Knowledge, War",
"Tempest",
"Life, Light",
"Light",
"Life, Light",
"Life",
"Life, Light",
"Light, War",
"Death",
"Trickery",
"Trickery",
"Nature, Tempest",
"Light",
"War",
"Nature",
"War",
"Tempest, War",
"War",
"Knowledge, War",
"Nature"
],
"Symbol": [
"Watching blue eye",
"Rough ocean waves",
"Gem-encrusted silver chalice",
"Head of a bearded man",
"Ice-blue greatsword",
"Falcon",
"Cat",
"Curling musical horn",
"Womans face, rotting on one side",
"Winged scroll",
"Flame",
"Gold coin",
"Solar disk",
"Upraised sword",
"Mountain peak",
"Flaming sword",
"Hammer",
"White double-bladed axe",
"Sword",
"Longbow"
]
],
"Norse Deities": {
"table": {
"Deity": [
"Odin, god of knowledge and war",
"Aegir, god of the sea and storms",
"Balder, god of beauty and poetry",
"Forseti, god of justice and law",
"Frey, god of fertility and the sun",
"Freya, goddess of fertility and love",
"Frigga, goddess of birth and fertility",
"Heimdall, god of watchfulness and loyalty",
"Hel, goddess of the underworld",
"Hermod, god of luck",
"Loki, god of thieves and trickery",
"Njord, god of sea and wind",
"Odur, god of light and the sun",
"Sif, goddess of war",
"Skadi, god of earth and mountains",
"Surtur, god of fire giants and war",
"Thor, god of storms and thunder",
"Thrym, god of frost giants and cold",
"Tyr, god of courage and strategy",
"Uller, god of hunting and winter"
],
"Alignment": [
"NG",
"NE",
"NG",
"N",
"NG",
"NG",
"N",
"LG",
"NE",
"CN",
"CE",
"NG",
"CG",
"CG",
"N",
"LE",
"CG",
"CE",
"LN",
"CN"
],
"Suggested Domains": [
"Knowledge, War",
"Tempest",
"Life, Light",
"Light",
"Life, Light",
"Life",
"Life, Light",
"Light, War",
"Death",
"Trickery",
"Trickery",
"Nature, Tempest",
"Light",
"War",
"Nature",
"War",
"Tempest, War",
"War",
"Knowledge, War",
"Nature"
],
"Symbol": [
"Watching blue eye",
"Rough ocean waves",
"Gem-encrusted silver chalice",
"Head of a bearded man",
"Ice-blue greatsword",
"Falcon",
"Cat",
"Curling musical horn",
"Womans face, rotting on one side",
"Winged scroll",
"Flame",
"Gold coin",
"Solar disk",
"Upraised sword",
"Mountain peak",
"Flaming sword",
"Hammer",
"White double-bladed axe",
"Sword",
"Longbow"
]
}
}
}
}

View file

@ -91,9 +91,9 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
#### Armor
### Armor List
*Light Armor*
##### Light Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------|
@ -101,7 +101,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
*Medium Armor*
##### Medium Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------|
@ -111,7 +111,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
*Heavy Armor*
##### Heavy Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------|
@ -120,7 +120,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
*Shield*
##### Shield
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------|-------|-------------------|----------|---------|--------|
@ -204,9 +204,9 @@ Weapons with special rules are described here.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
##### Weapons
### Weapons List
Simple Melee Weapons
##### Simple Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|--------------|------|-----------------|--------|---------------------------------------|
@ -221,7 +221,7 @@ Simple Melee Weapons
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
##### Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|-----------------|---------|------------------------------------------------|
@ -230,7 +230,7 @@ Simple Ranged Weapons
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
Martial Melee Weapons
##### Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|-------------|-------|-----------------|--------|---------------------------------------|
@ -253,7 +253,7 @@ Martial Melee Weapons
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons
##### Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|---------------|---------|--------------------------------------------------------|

View file

@ -1,3 +1,6 @@
Combat
======
The Order of Combat
-------------------

View file

@ -1,5 +1,5 @@
Traps
-----
=====
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
@ -176,7 +176,7 @@ A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
Diseases
--------
========
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
@ -219,7 +219,7 @@ A beast or humanoid that drinks water tainted by sight rot must succeed on a DC
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
Madness
-------
=======
In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
@ -293,7 +293,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
Objects
-------
=======
When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
@ -335,7 +335,7 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Poisons
-------
=======
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

View file

@ -9,23 +9,7 @@ Its said that something wild lurks in the heart of every soul, a space that t
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
#### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
#### The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
#### Celtic Deities
##### Celtic Deities
| Deity | Alignment | Suggested Domains | Symbol |
|---------------------------------------------------|-----------|-------------------|------------------------------------|
@ -44,7 +28,11 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
#### Greek Deities
#### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
##### Greek Deities
| Deity | Alignment | Suggested Domains | Symbol |
|--------------------------------------------|-----------|------------------------|---------------------------------------|
@ -68,8 +56,38 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
#### The Egyptian Pantheon
#### Norse Deities
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
##### Egyptian Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------------|-----------|--------------------------|--------------------------------------|
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
##### Norse Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------|-----------|-------------------|-----------------------------------|