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Initial Commit of 5e Data
Signed-off-by: Sigrunixia <Scholarlysigrun@icloud.com>
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rules/actions.md
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rules/actions.md
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---
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obsidianUIMode: preview
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cssclasses: json5e-note
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tags:
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- compendium/src/5e/dmg
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- compendium/src/5e/phb
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aliases: ["Actions"]
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---
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# Actions
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## Activate an Item
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
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If an item requires an action to activate, that action isn't a function of the [Use an Object](rules/actions.md#Use%20an%20Object) action, so a feature such as the rogue's [Fast Hands](compendium/classes/rogue-thief.md#Fast%20Hands%20(Level%203)) can't be used to activate the item.
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### Command Word
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A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell.
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### Consumables
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Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions.
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### Spells
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Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires [concentration](rules/conditions.md#concentration). Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
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Many items, such as potions, bypass the casting of the spell and confer the spell's effects. Such an item still uses the spell's duration unless the item's description says otherwise.
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A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
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### Charges
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Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
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## Attack
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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.
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With this action, you make one melee or ranged attack. See the ""Making an Attack"" section for the rules that govern attacks.
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Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
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See also: Disarm, [Grapple](rules/actions.md#Grapple), Mark, [Shove](rules/actions.md#Shove), Shove Aside, [Two-Weapon Fighting](rules/actions.md#Two-Weapon%20Fighting)
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## Cast a Spell
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_Source: SRD / Basic Rules_
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- **Duration**: Varies
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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. See "chapter 10" for the rules on spellcasting.
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## Dash
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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.
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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.
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## Disengage
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
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## Dodge
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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 the appendix) or if your speed drops to 0.
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## Don or Doff a Shield
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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The time it takes to don or doff armor [depends on the armor's category](compendium/tables/getting-into-and-out-of-armor-donning-and-doffing-armor.md). A [shield](compendium/items/shield.md) can be donned or doffed as an action.
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## End Concentration
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_Source: SRD / Basic Rules_
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- **Duration**: Free
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If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
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## Escape a Grapple
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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A [grappled](rules/conditions.md#grappled) creature can use its action to escape. To do so, it must succeed on a Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check contested by your Strength ([Athletics](rules/skills.md#Athletics)) check.
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See also: [Grapple](rules/actions.md#Grapple)
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## Grapple
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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When you want to grab a creature or wrestle with it, you can use the [Attack](rules/actions.md#Attack) action to make a special melee attack, a grapple. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.
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Using at least one free hand, you try to seize the target by making a grapple check, a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you subject the target to the [grappled](rules/conditions.md#grappled) condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
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### Moving a Grappled Target
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When you move, you can drag or carry the [grappled](rules/conditions.md#grappled) creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
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See also: [Escape a Grapple](rules/actions.md#Escape%20a%20Grapple)
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## Help
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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.
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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.
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## Hide
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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When you take the Hide action, you make a Dexterity ([Stealth](rules/skills.md#Stealth)) check in an attempt to hide, following the rules in "chapter 7 " for hiding. If you succeed, you gain certain benefits, as described in the ""Unseen Attackers and Targets"" section in the Player's Handbook.
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## Opportunity Attack
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_Source: SRD / Basic Rules_
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- **Duration**: 1 reaction
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In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.
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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 interrupts the provoking creature's movement, occurring right before the creature leaves your reach.
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You can avoid provoking an opportunity attack by taking the [Disengage](rules/actions.md#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.
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## Other Activity
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_Source: SRD / Basic Rules_
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- **Duration**: Varies
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Your turn can include a variety of flourishes that require neither your action nor your move.
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You can communicate however you are able, through brief utterances and gestures, as you take your turn.
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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.
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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.
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The DM 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 DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
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> [!note] Interacting with Objects Around You
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>
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> Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
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>
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> - draw or sheathe a sword
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> - open or close a door
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> - withdraw a potion from your backpack
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> - pick up a dropped axe
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> - take a bauble from a table
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> - remove a ring from your finger
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> - stuff some food into your mouth
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> - plant a banner in the ground
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> - fish a few coins from your belt pouch
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> - drink all the ale in a flagon
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> - throw a lever or a switch
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> - pull a torch from a sconce
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> - take a book from a shelf you can reach
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> - extinguish a small flame
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> - don a mask
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> - pull the hood of your cloak up and over your head
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> - put your ear to a door
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> - kick a small stone
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> - turn a key in a lock
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> - tap the floor with a 10-foot pole
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> - hand an item to another character
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^interacting-with-objects-around-you
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## Ready
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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.
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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."
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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.
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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](rules/conditions.md#concentration) (explained in "chapter 10"). If your [concentration](rules/conditions.md#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](rules/conditions.md#concentration) might be broken.
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You have until the start of your next turn to use a readied action.
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## Search
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom ([Perception](rules/skills.md#Perception)) check or an Intelligence ([Investigation](rules/skills.md#Investigation)) check.
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## Shove
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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Using the [Attack](rules/actions.md#Attack) action, you can make a special melee attack to shove a creature, either to knock it [prone](rules/conditions.md#prone) or push it away from you. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them.
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The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you either knock the target [prone](rules/conditions.md#prone) or push it 5 feet away from you.
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See also: [Attack](rules/actions.md#Attack), Shove Aside
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## Two-Weapon Fighting
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_Source: SRD / Basic Rules_
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- **Duration**: 1 bonus
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When you take the [Attack](rules/actions.md#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.
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If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
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See also: [Attack](rules/actions.md#Attack)
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## Use an Object
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_Source: SRD / Basic Rules_
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- **Duration**: 1 action
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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.
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rules/conditions.md
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140
rules/conditions.md
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---
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obsidianUIMode: preview
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cssclasses: json5e-note
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tags:
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- compendium/src/5e/phb
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aliases: ["Conditions"]
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---
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# Conditions
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## Blinded
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_Source: SRD / Basic Rules_
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- A blinded creature can't see and automatically fails any ability check that requires sight.
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- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
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## Charmed
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_Source: SRD / Basic Rules_
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- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
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- The charmer has advantage on any ability check to interact socially with the creature.
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## Concentration
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_Source: SRD / Basic Rules_
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Some spells require you to maintain [concentration](rules/conditions.md#concentration) in order to keep their magic active. If you lose [concentration](rules/conditions.md#concentration), such a spell ends.
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If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
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Normal activity, such as moving and attacking, doesn't interfere with [concentration](rules/conditions.md#concentration). The following factors can break [concentration](rules/conditions.md#concentration):
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- **Casting another spell that requires concentration.** You lose [concentration](rules/conditions.md#concentration) on a spell if you cast another spell that requires [concentration](rules/conditions.md#concentration). You can't concentrate on two spells at once.
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- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your [concentration](rules/conditions.md#concentration). The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
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- **Being incapacitated or killed.** You lose [concentration](rules/conditions.md#concentration) on a spell if you are [incapacitated](rules/conditions.md#incapacitated) or if you die.
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The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain [concentration](rules/conditions.md#concentration) on a spell.
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## Deafened
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_Source: SRD / Basic Rules_
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- A deafened creature can't hear and automatically fails any ability check that requires hearing.
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## Exhaustion
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_Source: SRD / Basic Rules_
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Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
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| Level | Effect |
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|-------|--------|
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| 1 | Disadvantage on ability checks |
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| 2 | Speed halved |
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| 3 | Disadvantage on attack rolls and saving throws |
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| 4 | Hit point maximum halved |
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| 5 | Speed reduced to 0 |
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| 6 | Death |
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^level-effect
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If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
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A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
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An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
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Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
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## Frightened
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_Source: SRD / Basic Rules_
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- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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- The creature can't willingly move closer to the source of its fear.
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## Grappled
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_Source: SRD / Basic Rules_
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- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
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- The condition ends if the grappler is [incapacitated](rules/conditions.md#incapacitated).
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- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the [thunderwave](compendium/spells/thunderwave.md) spell.
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## Incapacitated
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_Source: SRD / Basic Rules_
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- An incapacitated creature can't take actions or reactions.
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## Invisible
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_Source: SRD / Basic Rules_
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- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
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- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
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## Paralyzed
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_Source: SRD / Basic Rules_
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- A paralyzed creature is [incapacitated](rules/conditions.md#incapacitated) and can't move or speak.
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- The creature automatically fails Strength and Dexterity saving throws.
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- Attack rolls against the creature have advantage.
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- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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## Petrified
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_Source: SRD / Basic Rules_
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- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
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- The creature is [incapacitated](rules/conditions.md#incapacitated), can't move or speak, and is unaware of its surroundings.
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- Attack rolls against the creature have advantage.
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- The creature automatically fails Strength and Dexterity saving throws.
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- The creature has resistance to all damage.
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- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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## Poisoned
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
|
||||
## Prone
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
|
||||
- The creature has disadvantage on attack rolls.
|
||||
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
|
||||
|
||||
## Restrained
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
|
||||
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
- The creature has disadvantage on Dexterity saving throws.
|
||||
|
||||
## Stunned
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A stunned creature is [incapacitated](rules/conditions.md#incapacitated), can't move, and can speak only falteringly.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
|
||||
## Unconscious
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- An unconscious creature is [incapacitated](rules/conditions.md#incapacitated), can't move or speak, and is unaware of its surroundings.
|
||||
- The creature drops whatever it's holding and falls [prone](rules/conditions.md#prone).
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
|
61
rules/damage-types.md
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61
rules/damage-types.md
Normal file
|
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|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Damage Types"]
|
||||
---
|
||||
# Damage Types
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
## 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 some spells, 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.
|
43
rules/diseases.md
Normal file
43
rules/diseases.md
Normal file
|
@ -0,0 +1,43 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- compendium/src/5e/dmg
|
||||
aliases: ["Diseases"]
|
||||
---
|
||||
# Diseases
|
||||
|
||||
## Cackle Fever
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#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.
|
||||
|
||||
## Sewer Plague
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](rules/conditions.md#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](rules/conditions.md#exhaustion).
|
||||
|
||||
On a successful save, the character's [exhaustion](rules/conditions.md#exhaustion) level decreases by one level. If a successful saving throw reduces the infected creature's level of [exhaustion](rules/conditions.md#exhaustion) below 1, the creature recovers from the disease.
|
||||
|
||||
## Sight Rot
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](rules/conditions.md#blinded) until its sight is restored by magic such as [lesser restoration](compendium/spells/lesser-restoration.md) or [heal](compendium/spells/heal.md).
|
||||
|
||||
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](compendium/items/herbalism-kit.md) 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.
|
29
rules/senses.md
Normal file
29
rules/senses.md
Normal file
|
@ -0,0 +1,29 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- compendium/src/5e/mm
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Senses"]
|
||||
---
|
||||
# Senses
|
||||
|
||||
## Blindsight
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
|
||||
|
||||
## Darkvision
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.
|
||||
|
||||
## Tremorsense
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
|
104
rules/skills.md
Normal file
104
rules/skills.md
Normal file
|
@ -0,0 +1,104 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Skills"]
|
||||
---
|
||||
# Skills
|
||||
|
||||
## Acrobatics
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
|
||||
|
||||
## Animal Handling
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
|
||||
|
||||
## Arcana
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
|
||||
|
||||
## Athletics
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
|
||||
|
||||
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
|
||||
- You try to jump an unusually long distance or pull off a stunt mid jump.
|
||||
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
|
||||
|
||||
## Deception
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
|
||||
|
||||
## History
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
|
||||
|
||||
## Insight
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
|
||||
|
||||
## Intimidation
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
|
||||
|
||||
## Investigation
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
|
||||
|
||||
## Medicine
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
|
||||
|
||||
## Nature
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
|
||||
|
||||
## Perception
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
|
||||
|
||||
For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
|
||||
|
||||
## Performance
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
|
||||
|
||||
## Persuasion
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
|
||||
|
||||
## Religion
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
|
||||
|
||||
## Sleight of Hand
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
|
||||
|
||||
## Stealth
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
|
||||
|
||||
## Survival
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
|
37
rules/variant-rules/madness.md
Normal file
37
rules/variant-rules/madness.md
Normal file
|
@ -0,0 +1,37 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- compendium/src/5e/dmg
|
||||
aliases: ["Madness"]
|
||||
---
|
||||
# Madness
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
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
|
||||
|
||||
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as [contact other plane](compendium/spells/contact-other-plane.md) and [symbol](compendium/spells/symbol.md), can cause insanity, and you can use the madness rules here instead of the spell effects in the "Player's Handbook". 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. If your game includes the New Ability Scores: Honor and Sanity||Sanity score from (see chapter 9, "Dungeon Master's Workshop"), a creature makes a Sanity saving throw instead.
|
||||
|
||||
## Madness Effects
|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## Curing Madness
|
||||
|
||||
A [calm emotions](compendium/spells/calm-emotions.md) spell can suppress the effects of madness, while a [lesser restoration](compendium/spells/lesser-restoration.md) spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, [remove curse](compendium/spells/remove-curse.md) or [dispel evil](compendium/spells/dispel-evil-and-good.md) might also prove effective. A [greater restoration](compendium/spells/greater-restoration.md) spell or more powerful magic is required to rid a character of indefinite madness.
|
Loading…
Add table
Add a link
Reference in a new issue