From 544494fbcb17058ec41eb6e92891e502af11ddff Mon Sep 17 00:00:00 2001 From: Ben Morton Date: Sat, 4 Mar 2017 23:43:00 +0000 Subject: [PATCH] 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. --- 5esrd.json | 2254 ++++++++++++++++++++------------------ 5esrd.md | 107 +- index.ts | 56 +- json/04 equipment.json | 784 +++++++------ json/07 combat.json | 750 ++++++------- json/13 gods.json | 572 +++++----- markdown/04 equipment.md | 20 +- markdown/07 combat.md | 3 + markdown/09 running.md | 10 +- markdown/13 gods.md | 56 +- 10 files changed, 2404 insertions(+), 2208 deletions(-) diff --git a/5esrd.json b/5esrd.json index 5f5a7e2..aa3db1f 100644 --- a/5esrd.json +++ b/5esrd.json @@ -5325,156 +5325,150 @@ "***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": { @@ -5547,254 +5541,248 @@ "***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 aren’t 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)" ] } } @@ -7263,7 +7251,9 @@ ] } } - }, + } + }, + "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": [ @@ -12810,462 +12800,462 @@ "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": { - "content": [ - "Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.", - "A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps." - ], - "Traps in Play": { - "content": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.", - "Triggering a Trap": "Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.", - "Detecting and Disabling a Trap": { - "content": [ - "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.", - "A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.", - "Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use *dispel magic*.", - "In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.", - "You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.", - "Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.", - "Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap." - ] + } + }, + "Traps": { + "content": [ + "Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.", + "A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps." + ], + "Traps in Play": { + "content": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.", + "Triggering a Trap": "Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.", + "Detecting and Disabling a Trap": { + "content": [ + "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.", + "A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.", + "Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use *dispel magic*.", + "In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.", + "You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.", + "Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.", + "Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap." + ] + }, + "Trap Effects": { + "content": [ + "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.", + "The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.", + "A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels." + ], + "Trap Save DCs and Attack Bonuses": { + "table": { + "Trap Danger": [ + "Setback", + "Dangerous", + "Deadly" + ], + "Save DC": [ + "10–11", + "12–15", + "16–20" + ], + "Attack Bonus": [ + "+3 to +5", + "+6 to +8", + "+9 to +12" + ] + } }, - "Trap Effects": { - "content": [ - "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.", - "The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.", - "A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels." + "Damage Severity by Level": { + "table": { + "Character Level": [ + "1st–4th", + "5th–10th", + "11th–16th", + "17th–20th" + ], + "Setback": [ + "1d10", + "2d10", + "4d10", + "10d10" + ], + "Dangerous": [ + "2d10", + "4d10", + "10d10", + "18d10" + ], + "Deadly": [ + "4d10", + "10d10", + "18d10", + "24d10" + ] + } + } + }, + "Complex Traps": { + "content": [ + "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.", + "When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.", + "For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded." + ] + } + }, + "Sample Traps": { + "content": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.", + "Collapsing Roof": { + "content": [ + "*Mechanical trap*", + "This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.", + "The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.", + "Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.", + "The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.", + "When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain." + ] + }, + "Falling Net": { + "content": [ + "*Mechanical trap*", + "This trap uses a trip wire to release a net suspended from the ceiling.", + "The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.", + "When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10", + "Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section." + ] + }, + "Fire-Breathing Statue": { + "content": [ + "*Magic trap*", + "This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.", + "The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue.", + "The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.", + "Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap." + ] + }, + "Pits": { + "content": [ + "*Mechanical trap*", + "Four basic pit traps are presented here.", + "***Simple Pit.*** A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris.", + "The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).", + "***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it.", + "A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.", + "When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.", + "Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic.", + "***Locking Pit.*** This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.", + "A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.", + "***Spiked Pit.*** This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + "Poison Darts": { + "content": [ + "*Mechanical trap*", + "When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.", + "The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.", + "The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8", + "bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + "Poison Needle": { + "content": [ + "*Mechanical trap*", + "A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.", + "When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.", + "A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap." + ] + }, + "Rolling Sphere": { + "content": [ + "*Mechanical trap*", + "When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.", + "With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.", + "Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.", + "The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.", + "As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat." + ] + }, + "Sphere of Annihilation": { + "content": [ + "*Magic trap*", + "Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.", + "A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can’t be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*.", + "Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment." + ] + } + } + }, + "Diseases": { + "content": [ + "A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.", + "A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.", + "A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell." + ], + "Sample Diseases": { + "content": "The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.", + "Cackle Fever": { + "content": [ + "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”", + "Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.", + "Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.", + "Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.", + "At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter." + ] + }, + "Sewer Plague": { + "content": [ + "Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.", + "When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.", + "It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.", + "At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease." + ] + }, + "Sight Rot": { + "content": [ + "This painful infection causes bleeding from the eyes and eventually blinds the victim.", + "A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*.", + "Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely." + ] + } + } + }, + "Madness": { + "content": "In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.", + "Going Mad": { + "content": [ + "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.", + "Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw." + ] + }, + "Madness Effects": { + "content": [ + "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.", + "A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.", + "A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.", + "A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured." + ], + "Short-Term Madness": { + "table": { + "d100": [ + "01–20", + "21–30", + "31–40", + "41–50", + "51–60", + "61–70", + "71–75", + "76–80", + "81–90", + "91–100" ], - "Trap Save DCs and Attack Bonuses": { + "Effect (lasts 1d10 minutes)": [ + "The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.", + "The character becomes incapacitated and spends the duration screaming, laughing, or weeping.", + "The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.", + "The character begins babbling and is incapable of normal speech or spellcasting.", + "The character must use his or her action each round to attack the nearest creature.", + "The character experiences vivid hallucinations and has disadvantage on ability checks.", + "The character does whatever anyone tells him or her to do that isn’t obviously self- destructive.", + "The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.", + "The character is stunned.", + "The character falls unconscious." + ] + } + }, + "Long-Term Madness": { + "table": { + "d100": [ + "01–10", + "11–20", + "21–30", + "31–40", + "41–45", + "46–55", + "56–65", + "66–75", + "76–85", + "86–90", + "91–95", + "96–100" + ], + "Effect (lasts 1d10 × 10 hours)": [ + "The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.", + "The character experiences vivid hallucinations and has disadvantage on ability checks.", + "The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.", + "The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.", + "The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.", + "The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.", + "The character is blinded (25%) or deafened (75%).", + "The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.", + "The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.", + "Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.", + "The character loses the ability to speak.", + "The character falls unconscious. No amount of jostling or damage can wake the character." + ] + } + }, + "Indefinite Madness": { + "table": { + "d100": [ + "01–15", + "16–25", + "26–30", + "31–35", + "36–45", + "46–50", + "51–55", + "56–70", + "71–80", + "81–85", + "86–95", + "96–100" + ], + "Flaw (lasts until cured)": [ + "“Being drunk keeps me sane.”", + "“I keep whatever I find.”", + "“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”", + "“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”", + "“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”", + "“I find it hard to care about anything that goes on around me.”", + "“I don’t like the way people judge me all the time.”", + "“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”", + "“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”", + "“There’s only one person I can trust. And only I can see this special friend.”", + "“I can’t take anything seriously. The more serious the situation, the funnier I find it.”", + "“I’ve discovered that I really like killing people.”" + ] + } + } + }, + "Curing Madness": "A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness." + }, + "Objects": { + "content": [ + "When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.", + "For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects." + ], + "Statistics for Objects": { + "content": [ + "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.", + "***Armor Class.*** An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances." + ], + "Object Armor Class": { + "content": [ + { "table": { - "Trap Danger": [ - "Setback", - "Dangerous", - "Deadly" + "Substance": [ + "Cloth, paper, rope", + "Crystal, glass, ice", + "Wood, bone", + "Stone", + "Iron, steel", + "Mithral", + "Adamantine" ], - "Save DC": [ - "10–11", - "12–15", - "16–20" - ], - "Attack Bonus": [ - "+3 to +5", - "+6 to +8", - "+9 to +12" + "AC": [ + "11", + "13", + "15", + "17", + "19", + "21", + "23" ] } }, - "Damage Severity by Level": { + "***Hit Points.*** An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller." + ] + }, + "Object Hit Points": { + "content": [ + "***Huge and Gargantuan Objects.*** Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.", + "***Objects and Damage Types.*** Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.", + "***Damage Threshold.*** Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.", + { "table": { - "Character Level": [ - "1st–4th", - "5th–10th", - "11th–16th", - "17th–20th" + "Size": [ + "Tiny (bottle, lock)", + "Small (chest, lute)", + "Medium (barrel, chandelier)", + "Large (cart, 10-ft.-by-10-ft. window)" ], - "Setback": [ - "1d10", - "2d10", - "4d10", - "10d10" + "Fragile": [ + "2 (1d4)", + "3 (1d6)", + "4 (1d8)", + "5 (1d10)" ], - "Dangerous": [ - "2d10", - "4d10", - "10d10", - "18d10" - ], - "Deadly": [ - "4d10", - "10d10", - "18d10", - "24d10" + "Resilient": [ + "5 (2d4)", + "10 (3d6)", + "18 (4d8)", + "27 (5d10)" ] } } - }, - "Complex Traps": { - "content": [ - "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.", - "When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.", - "For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded." - ] - } - }, - "Sample Traps": { - "content": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.", - "Collapsing Roof": { - "content": [ - "*Mechanical trap*", - "This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.", - "The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.", - "Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.", - "The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.", - "When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain." - ] - }, - "Falling Net": { - "content": [ - "*Mechanical trap*", - "This trap uses a trip wire to release a net suspended from the ceiling.", - "The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.", - "When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10", - "Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section." - ] - }, - "Fire-Breathing Statue": { - "content": [ - "*Magic trap*", - "This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.", - "The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue.", - "The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.", - "Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap." - ] - }, - "Pits": { - "content": [ - "*Mechanical trap*", - "Four basic pit traps are presented here.", - "***Simple Pit.*** A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris.", - "The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).", - "***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it.", - "A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.", - "When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.", - "Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic.", - "***Locking Pit.*** This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.", - "A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.", - "***Spiked Pit.*** This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one." - ] - }, - "Poison Darts": { - "content": [ - "*Mechanical trap*", - "When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.", - "The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.", - "The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8", - "bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one." - ] - }, - "Poison Needle": { - "content": [ - "*Mechanical trap*", - "A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.", - "When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.", - "A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap." - ] - }, - "Rolling Sphere": { - "content": [ - "*Mechanical trap*", - "When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.", - "With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.", - "Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.", - "The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.", - "As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat." - ] - }, - "Sphere of Annihilation": { - "content": [ - "*Magic trap*", - "Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.", - "A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can’t be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*.", - "Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment." - ] - } - } - }, - "Diseases": { - "content": [ - "A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.", - "A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.", - "A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell." - ], - "Sample Diseases": { - "content": "The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.", - "Cackle Fever": { - "content": [ - "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”", - "Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.", - "Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.", - "Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.", - "At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter." - ] - }, - "Sewer Plague": { - "content": [ - "Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.", - "When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.", - "It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.", - "At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease." - ] - }, - "Sight Rot": { - "content": [ - "This painful infection causes bleeding from the eyes and eventually blinds the victim.", - "A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*.", - "Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely." - ] - } - } - }, - "Madness": { - "content": "In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.", - "Going Mad": { - "content": [ - "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.", - "Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw." ] - }, - "Madness Effects": { - "content": [ - "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.", - "A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.", - "A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.", - "A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured." - ], - "Short-Term Madness": { - "table": { - "d100": [ - "01–20", - "21–30", - "31–40", - "41–50", - "51–60", - "61–70", - "71–75", - "76–80", - "81–90", - "91–100" - ], - "Effect (lasts 1d10 minutes)": [ - "The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.", - "The character becomes incapacitated and spends the duration screaming, laughing, or weeping.", - "The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.", - "The character begins babbling and is incapable of normal speech or spellcasting.", - "The character must use his or her action each round to attack the nearest creature.", - "The character experiences vivid hallucinations and has disadvantage on ability checks.", - "The character does whatever anyone tells him or her to do that isn’t obviously self- destructive.", - "The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.", - "The character is stunned.", - "The character falls unconscious." - ] - } - }, - "Long-Term Madness": { - "table": { - "d100": [ - "01–10", - "11–20", - "21–30", - "31–40", - "41–45", - "46–55", - "56–65", - "66–75", - "76–85", - "86–90", - "91–95", - "96–100" - ], - "Effect (lasts 1d10 × 10 hours)": [ - "The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.", - "The character experiences vivid hallucinations and has disadvantage on ability checks.", - "The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.", - "The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.", - "The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.", - "The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.", - "The character is blinded (25%) or deafened (75%).", - "The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.", - "The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.", - "Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.", - "The character loses the ability to speak.", - "The character falls unconscious. No amount of jostling or damage can wake the character." - ] - } - }, - "Indefinite Madness": { - "table": { - "d100": [ - "01–15", - "16–25", - "26–30", - "31–35", - "36–45", - "46–50", - "51–55", - "56–70", - "71–80", - "81–85", - "86–95", - "96–100" - ], - "Flaw (lasts until cured)": [ - "“Being drunk keeps me sane.”", - "“I keep whatever I find.”", - "“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”", - "“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”", - "“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”", - "“I find it hard to care about anything that goes on around me.”", - "“I don’t like the way people judge me all the time.”", - "“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”", - "“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”", - "“There’s only one person I can trust. And only I can see this special friend.”", - "“I can’t take anything seriously. The more serious the situation, the funnier I find it.”", - "“I’ve discovered that I really like killing people.”" - ] - } - } - }, - "Curing Madness": "A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness." - }, - "Objects": { - "content": [ - "When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.", - "For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects." - ], - "Statistics for Objects": { - "content": [ - "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.", - "***Armor Class.*** An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances." - ], - "Object Armor Class": { - "content": [ - { - "table": { - "Substance": [ - "Cloth, paper, rope", - "Crystal, glass, ice", - "Wood, bone", - "Stone", - "Iron, steel", - "Mithral", - "Adamantine" - ], - "AC": [ - "11", - "13", - "15", - "17", - "19", - "21", - "23" - ] - } - }, - "***Hit Points.*** An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller." - ] - }, - "Object Hit Points": { - "content": [ - "***Huge and Gargantuan Objects.*** Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.", - "***Objects and Damage Types.*** Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.", - "***Damage Threshold.*** Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.", - { - "table": { - "Size": [ - "Tiny (bottle, lock)", - "Small (chest, lute)", - "Medium (barrel, chandelier)", - "Large (cart, 10-ft.-by-10-ft. window)" - ], - "Fragile": [ - "2 (1d4)", - "3 (1d6)", - "4 (1d8)", - "5 (1d10)" - ], - "Resilient": [ - "5 (2d4)", - "10 (3d6)", - "18 (4d8)", - "27 (5d10)" - ] - } - } - ] - } } - }, + } + }, + "Poisons": { + "content": [ + "Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.", + "Poisons come in the following four types.", + "***Contact.*** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", + "***Ingested.*** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "***Inhaled.*** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", + "***Injury.*** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects." + ], "Poisons": { - "content": [ - "Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.", - "Poisons come in the following four types.", - "***Contact.*** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", - "***Ingested.*** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "***Inhaled.*** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", - "***Injury.*** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects." - ], - "Poisons": { - "table": { - "Item": [ - "Assassin’s blood", - "Burnt othur fumes", - "Crawler mucus", - "Drow poison", - "Essence of ether", - "Malice", - "Midnight tears", - "Oil of taggit", - "Pale tincture", - "Purple worm poison", - "Serpent venom", - "Torpor", - "Truth serum", - "Wyvern poison" - ], - "Type": [ - "Ingested", - "Inhaled", - "Contact", - "Injury", - "Inhaled", - "Inhaled", - "Ingested", - "Contact", - "Ingested", - "Injury", - "Injury", - "Ingested", - "Ingested", - "Injury" - ], - "Price per Dose": [ - "150 gp", - "500 gp", - "200 gp", - "200 gp", - "300 gp", - "250 gp", - "1,500 gp", - "400 gp", - "250 gp", - "2,000 gp", - "200 gp", - "600 gp", - "150 gp", - "1,200 gp" - ] - } - }, - "Sample Poisons": { - "content": [ - "Each type of poison has its own debilitating effects.", - "***Assassin’s Blood (Ingested).*** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.", - "***Burnt Othur Fumes (Inhaled).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.", - "***Crawler Mucus (Contact).*** This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "***Drow Poison (Injury).*** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.", - "***Essence of Ether (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.", - "***Malice (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.", - "***Midnight Tears (Ingested).*** A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.", - "***Oil of Taggit (Contact).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.", - "***Pale Tincture (Ingested).*** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.", - "***Purple Worm Poison (Injury).*** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.", - "***Serpent Venom (Injury).*** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.", - "***Torpor (Ingested).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.", - "***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a *zone of truth* spell.", - "***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one." + "table": { + "Item": [ + "Assassin’s blood", + "Burnt othur fumes", + "Crawler mucus", + "Drow poison", + "Essence of ether", + "Malice", + "Midnight tears", + "Oil of taggit", + "Pale tincture", + "Purple worm poison", + "Serpent venom", + "Torpor", + "Truth serum", + "Wyvern poison" + ], + "Type": [ + "Ingested", + "Inhaled", + "Contact", + "Injury", + "Inhaled", + "Inhaled", + "Ingested", + "Contact", + "Ingested", + "Injury", + "Injury", + "Ingested", + "Ingested", + "Injury" + ], + "Price per Dose": [ + "150 gp", + "500 gp", + "200 gp", + "200 gp", + "300 gp", + "250 gp", + "1,500 gp", + "400 gp", + "250 gp", + "2,000 gp", + "200 gp", + "600 gp", + "150 gp", + "1,200 gp" ] } + }, + "Sample Poisons": { + "content": [ + "Each type of poison has its own debilitating effects.", + "***Assassin’s Blood (Ingested).*** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.", + "***Burnt Othur Fumes (Inhaled).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.", + "***Crawler Mucus (Contact).*** This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "***Drow Poison (Injury).*** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.", + "***Essence of Ether (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.", + "***Malice (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.", + "***Midnight Tears (Ingested).*** A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.", + "***Oil of Taggit (Contact).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.", + "***Pale Tincture (Ingested).*** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.", + "***Purple Worm Poison (Injury).*** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.", + "***Serpent Venom (Injury).*** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.", + "***Torpor (Ingested).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.", + "***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a *zone of truth* spell.", + "***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one." + ] } }, "Magic Items": { @@ -16494,17 +16484,19 @@ "If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception." ] }, - "Darkvision": "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 can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.", + "Darkvision": { + "content": "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 can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.", + "Armor, Weapon, and Tool Proficiencies": { + "content": [ + "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 *Player’s 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 can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.", "Truesight": "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": { - "content": [ - "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 *Player’s Handbook* for rules on using armor or weapons without proficiency." - ] - }, "Languages": { "content": "The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.", "Telepathy": { @@ -25545,267 +25537,337 @@ "content": [ "It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.", "The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere." - ] + ], + "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 they’ve 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", + "Mare’s head", + "Thyrsus (staff tipped with pine cone)", + "Black ram", + "Setting moon", + "Hammer and anvil", + "Fan of peacock feathers", + "Lion’s 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.", "The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning." - ] + ], + "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. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.", "The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)." - ] - }, - "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", - "Mare’s head", - "Thyrsus (staff tipped with pine cone)", - "Black ram", - "Setting moon", - "Hammer and anvil", - "Fan of peacock feathers", - "Lion’s 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", - "Woman’s 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", + "Woman’s 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" + ] + } } } }, diff --git a/5esrd.md b/5esrd.md index ccdf7b3..7b68bfa 100644 --- a/5esrd.md +++ b/5esrd.md @@ -3389,9 +3389,9 @@ Heavy armor doesn’t 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 doesn’t 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 doesn’t 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 doesn’t 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 aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. @@ -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 vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. @@ -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 can’t 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 *Player’s 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 can’t 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 *Player’s 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 can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language. @@ -23870,23 +23873,7 @@ It’s 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - -#### The Norse Pantheon - -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - -#### 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. + +The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. + +##### Egyptian Deities + +| Deity | Alignment | Suggested Domains | Symbol | +|-------------------------------------------------|-----------|--------------------------|--------------------------------------| +| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | +| Anubis, god of judgment and death | LN | Death | Black jackal | +| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | +| Bast, goddess of cats and vengeance | CG | War | Cat | +| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | +| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | +| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | +| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | +| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | +| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | +| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | +| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | +| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | +| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | + +#### The Norse Pantheon + +Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. + +The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). + +##### 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. \ No newline at end of file +**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. diff --git a/index.ts b/index.ts index 7e4b069..a8be478 100644 --- a/index.ts +++ b/index.ts @@ -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 { + return new Promise((resolve, reject) => { + fs.writeFile(fileName, content, (error: Error) => { + if (error) { + reject(error); + } + + resolve(); + }); + }); +} + +function convertJson(input: string, outputFile: string, keysFile?: string): Promise { 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> = [ 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> = []; + 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"); -} \ No newline at end of file + 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) => { + const fullSRD = fileContents.join("\n\n"); + + convertJson(fullSRD, "5esrd.json", "5esrdkeys.json"); + + return writeFilePromise("5esrd.md", fullSRD); +}); \ No newline at end of file diff --git a/json/04 equipment.json b/json/04 equipment.json index 2f8ef11..4e74cd0 100644 --- a/json/04 equipment.json +++ b/json/04 equipment.json @@ -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 aren’t 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)" ] } } diff --git a/json/07 combat.json b/json/07 combat.json index 332c60f..8498fb3 100644 --- a/json/07 combat.json +++ b/json/07 combat.json @@ -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 doesn’t notice a threat is surprised at the start of the encounter.", - "If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t." - ] - }, - "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 can’t 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 don’t 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 action’s 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 doesn’t notice a threat is surprised at the start of the encounter.", + "If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t." ] }, - "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 else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.", - "When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s 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 you’re 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 you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t 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 can’t stand up if you don’t 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 creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.", - "Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.", - "If you leave a hostile creature’s 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 can’t 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 don’t 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 action’s 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 creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 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 can’t get through unless the hobgoblin lets them.", - "A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s 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, there’s 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 else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.", + "When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s 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 you’re 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 you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t 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 that’s 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 it’s 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 can’t stand up if you don’t 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 creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.", + "Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.", + "If you leave a hostile creature’s 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 creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 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 can’t get through unless the hobgoblin lets them.", + "A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s 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, there’s 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 that’s 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 it’s 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 doesn’t 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 ally’s 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, I’ll 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 spell’s 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 you’re 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 doesn’t 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 ally’s 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, I’ll 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 spell’s 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 you’re 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 attack’s 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 attack’s 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 there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack." ], - "If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re 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 target’s 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 target’s 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 character’s 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 target’s 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 target’s 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 character’s 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 can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.", + "When a creature can’t 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 can’t 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 can’t 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 isn’t 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 target’s 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 target’s 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 don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s 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 you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t 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 you’re 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 target’s 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 you’re 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 target’s 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 aren’t 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** can’t 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 creature’s current hit points (usually just called hit points) can be any number from the creature’s 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 creature’s 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 spell’s 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 attack’s damage against the target. Roll all of the attack’s 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 rogue’s 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 dragon’s 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 devil’s spear and the frigid blast of a white dragon’s 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 dragon’s 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 dragon’s breath deal poison damage.", + "***Psychic.*** Mental abilities such as a mind flayer’s psionic blast deal psychic damage.", + "***Radiant.*** Radiant damage, dealt by a cleric’s *flame strike* spell or an angel’s 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 isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s 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 creature’s hit points can’t 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 can’t 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 isn’t 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 don’t 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 isn’t 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 doesn’t 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 isn’t 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 aren’t 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 can’t restore temporary hit points, and they can’t 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 doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re 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 they’re 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 can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.", - "When a creature can’t 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 can’t 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 can’t 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 isn’t 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 don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s 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 can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.", + "If an effect moves your mount against its will while you’re 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 you’re 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 you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t 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 you’re 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 target’s 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 you’re 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 target’s 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 aren’t 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** can’t 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 creature’s current hit points (usually just called hit points) can be any number from the creature’s 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 creature’s 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 spell’s 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 attack’s damage against the target. Roll all of the attack’s 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 rogue’s 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 dragon’s 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 devil’s spear and the frigid blast of a white dragon’s 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 dragon’s 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 dragon’s breath deal poison damage.", - "***Psychic.*** Mental abilities such as a mind flayer’s psionic blast deal psychic damage.", - "***Radiant.*** Radiant damage, dealt by a cleric’s *flame strike* spell or an angel’s 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 you’re 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 you’re 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 isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s 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 creature’s hit points can’t 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 can’t 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 isn’t 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 don’t 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 isn’t 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 doesn’t 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 isn’t 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 aren’t 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 can’t restore temporary hit points, and they can’t 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 doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re 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 they’re 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 doesn’t 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 weapon’s 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 can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.", - "If an effect moves your mount against its will while you’re 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 you’re 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 you’re 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 you’re 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 doesn’t 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 weapon’s 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." - ] } } \ No newline at end of file diff --git a/json/13 gods.json b/json/13 gods.json index 75d10db..b282999 100644 --- a/json/13 gods.json +++ b/json/13 gods.json @@ -5,267 +5,337 @@ "content": [ "It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.", "The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere." - ] + ], + "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 they’ve 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", + "Mare’s head", + "Thyrsus (staff tipped with pine cone)", + "Black ram", + "Setting moon", + "Hammer and anvil", + "Fan of peacock feathers", + "Lion’s 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.", "The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning." - ] + ], + "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. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.", "The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)." - ] - }, - "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", - "Mare’s head", - "Thyrsus (staff tipped with pine cone)", - "Black ram", - "Setting moon", - "Hammer and anvil", - "Fan of peacock feathers", - "Lion’s 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", - "Woman’s 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", + "Woman’s 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" + ] + } } } } diff --git a/markdown/04 equipment.md b/markdown/04 equipment.md index 712d605..d77d8e2 100644 --- a/markdown/04 equipment.md +++ b/markdown/04 equipment.md @@ -91,9 +91,9 @@ Heavy armor doesn’t 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 doesn’t 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 doesn’t 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 doesn’t 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 | |-----------------|-------|---------------|---------|--------------------------------------------------------| diff --git a/markdown/07 combat.md b/markdown/07 combat.md index 7c4604c..6464cfa 100644 --- a/markdown/07 combat.md +++ b/markdown/07 combat.md @@ -1,3 +1,6 @@ +Combat +====== + The Order of Combat ------------------- diff --git a/markdown/09 running.md b/markdown/09 running.md index fee9116..c72e444 100644 --- a/markdown/09 running.md +++ b/markdown/09 running.md @@ -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 aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. @@ -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 vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. @@ -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. diff --git a/markdown/13 gods.md b/markdown/13 gods.md index 69435c0..0829b05 100644 --- a/markdown/13 gods.md +++ b/markdown/13 gods.md @@ -9,23 +9,7 @@ It’s 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - -#### The Norse Pantheon - -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - -#### 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 they’ve 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 Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. + +The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. + +##### Egyptian Deities + +| Deity | Alignment | Suggested Domains | Symbol | +|-------------------------------------------------|-----------|--------------------------|--------------------------------------| +| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | +| Anubis, god of judgment and death | LN | Death | Black jackal | +| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | +| Bast, goddess of cats and vengeance | CG | War | Cat | +| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | +| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | +| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | +| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | +| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | +| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | +| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | +| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | +| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | +| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | + +#### The Norse Pantheon + +Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. + +The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). + +##### Norse Deities | Deity | Alignment | Suggested Domains | Symbol | |-------------------------------------------|-----------|-------------------|-----------------------------------|