Updated ALL Exports to Latest Version
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@ -6,13 +6,13 @@
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<info>
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<info>
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<title></title>
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<title></title>
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</info>
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</info>
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<section xml:id="dd-5e-srd-full-compile-v0.4.2">
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<section xml:id="dd-5e-srd-full-compile-v0.4.3">
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<title>D&D 5E SRD Full Compile-v0.4.2</title>
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<title>D&D 5E SRD Full Compile-v0.4.3</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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<section xml:id="races">
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<section xml:id="races">
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<title>Races</title>
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<title>RACES</title>
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<section xml:id="racial-traits">
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<section xml:id="racial-traits">
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<title>Racial Traits</title>
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<title>Racial Traits</title>
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<para>
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<para>
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@ -59,16 +59,14 @@
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races are Small (between 2 and 4 feet tall), which means that
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races are Small (between 2 and 4 feet tall), which means that
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certain rules of the game affect them differently. The most
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certain rules of the game affect them differently. The most
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important of these rules is that Small characters have trouble
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important of these rules is that Small characters have trouble
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wielding heavy weapons, as explained in
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wielding heavy weapons.
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<quote>Equipment.</quote>
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</para>
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</para>
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</section>
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</section>
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<section xml:id="speed">
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<section xml:id="speed">
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<title>Speed</title>
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<title>Speed</title>
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<para>
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<para>
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Your speed determines how far you can move when traveling
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Your speed determines how far you can move when traveling and
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(<quote>Adventuring</quote>) and fighting
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fighting.
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(<quote>Combat</quote>).
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</para>
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</para>
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</section>
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</section>
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<section xml:id="languages">
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<section xml:id="languages">
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@ -946,7 +944,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="classes">
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<section xml:id="classes">
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<title>Classes</title>
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<title>CLASSES</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -9718,7 +9716,8 @@
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<para>
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<para>
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By the time you reach 2nd level, you have learned to use the
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By the time you reach 2nd level, you have learned to use the
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magical essence of nature to cast spells, much as a druid does.
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magical essence of nature to cast spells, much as a druid does.
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See the general rules of spellcasting and the ranger spell list.
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See the general rules for spellcasting and the ranger spell
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list.
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</para>
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</para>
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<section xml:id="spell-slots-1">
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<section xml:id="spell-slots-1">
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<title>Spell Slots</title>
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<title>Spell Slots</title>
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@ -14782,8 +14781,7 @@
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spells of your choice to your spellbook for free. Each of
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spells of your choice to your spellbook for free. Each of
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these spells must be of a level for which you have spell
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these spells must be of a level for which you have spell
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slots, as shown on the Wizard table. On your adventures, you
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slots, as shown on the Wizard table. On your adventures, you
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might find other spells that you can add to your spellbook
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might find other spells that you can add to your spellbook.
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(see the <quote>Your Spellbook</quote>).
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</para>
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</para>
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</section>
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</section>
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</section>
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</section>
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@ -15019,8 +15017,8 @@
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</section>
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</section>
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</section>
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</section>
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</section>
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</section>
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<section xml:id="customizations">
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<section xml:id="customization">
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<title>Customizations</title>
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<title>CUSTOMIZATION</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -16248,8 +16246,8 @@
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</itemizedlist>
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</itemizedlist>
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</section>
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</section>
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</section>
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</section>
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<section xml:id="personalization">
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<section xml:id="personilization">
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<title>Personalization</title>
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<title>PERSONILIZATION</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -17110,7 +17108,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="equipment-13">
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<section xml:id="equipment-13">
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<title>Equipment</title>
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<title>EQUIPMENT</title>
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<section xml:id="coinage">
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<section xml:id="coinage">
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<title>Coinage</title>
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<title>Coinage</title>
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<para>
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<para>
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@ -22387,7 +22385,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="abilities">
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<section xml:id="abilities">
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<title>Abilities</title>
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<title>ABILITIES</title>
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<para>
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<para>
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Six abilities provide a quick description of every creature’s
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Six abilities provide a quick description of every creature’s
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physical and mental characteristics:
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physical and mental characteristics:
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@ -23813,7 +23811,7 @@
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</para>
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</para>
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</section>
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</section>
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<section xml:id="adventuring">
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<section xml:id="adventuring">
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<title>Adventuring</title>
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<title>ADVENTURING</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -24559,7 +24557,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="combat">
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<section xml:id="combat">
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<title>Combat</title>
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<title>COMBAT</title>
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<para>
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<para>
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A typical combat encounter is a clash between two sides, a flurry
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A typical combat encounter is a clash between two sides, a flurry
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of weapon swings, feints, parries, footwork, and spellcasting. The
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of weapon swings, feints, parries, footwork, and spellcasting. The
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@ -26073,7 +26071,7 @@
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</para>
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</para>
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</section>
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</section>
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<section xml:id="spellcasting-8">
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<section xml:id="spellcasting-8">
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<title>Spellcasting</title>
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<title>SPELLCASTING</title>
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<para>
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<para>
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Magic permeates fantasy gaming worlds and often appears in the
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Magic permeates fantasy gaming worlds and often appears in the
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form of a spell.
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form of a spell.
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@ -26697,7 +26695,7 @@
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</para>
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</para>
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</section>
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</section>
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<section xml:id="spells">
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<section xml:id="spells">
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<title>Spells</title>
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<title>SPELLS</title>
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<section xml:id="bard-spells">
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<section xml:id="bard-spells">
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<title>Bard Spells</title>
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<title>Bard Spells</title>
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<section xml:id="cantrips-0-level">
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<section xml:id="cantrips-0-level">
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@ -45361,7 +45359,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="gamemastering">
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<section xml:id="gamemastering">
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<title>Gamemastering</title>
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<title>GAMEMASTERING</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -49096,7 +49094,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="treasure">
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<section xml:id="treasure">
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<title>Treasure</title>
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<title>TREASURE</title>
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<para>
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<para>
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Magic items are presented in alphabetical order. A magic item’s
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Magic items are presented in alphabetical order. A magic item’s
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description gives the item’s name, its category, its rarity, and
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description gives the item’s name, its category, its rarity, and
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@ -59293,7 +59291,7 @@
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</section>
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</section>
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</section>
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</section>
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<section xml:id="monsters">
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<section xml:id="monsters">
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<title>Monsters</title>
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<title>MONSTERS</title>
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<para>
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<para>
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</para>
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</para>
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</section>
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</section>
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@ -88154,8 +88152,8 @@
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</section>
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</section>
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</section>
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</section>
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</section>
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</section>
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<section xml:id="miscellaneous-creatures">
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<section xml:id="creatures">
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<title><quote>Miscellaneous Creatures</quote></title>
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<title>CREATURES</title>
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<para>
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<para>
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This section contains statistics for various animals, vermin, and
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This section contains statistics for various animals, vermin, and
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other critters. The stat blocks are organized alphabetically by
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other critters. The stat blocks are organized alphabetically by
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@ -98054,8 +98052,8 @@
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</section>
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</section>
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</section>
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</section>
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</section>
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</section>
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<section xml:id="non-player-characters">
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<section xml:id="npcs">
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<title><quote>Non-Player Characters</quote></title>
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<title>NPCs</title>
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<para>
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<para>
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This section contains statistics for various humanoid non-player
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This section contains statistics for various humanoid non-player
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characters (NPCs) that adventurers might encounter during a
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characters (NPCs) that adventurers might encounter during a
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@ -100578,4 +100576,249 @@
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</para>
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</para>
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</section>
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</section>
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</section>
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</section>
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<section xml:id="legal">
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<title>Legal</title>
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<section xml:id="licensing">
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<title>Licensing</title>
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<para>
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Permission to copy, modify and distribute the files collectively
|
||||||
|
known as the System Reference Document 5.1 (<quote>SRD5</quote>)
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||||||
|
is granted solely through the use of the Open Gaming License,
|
||||||
|
Version 1.0a.
|
||||||
|
</para>
|
||||||
|
<para>
|
||||||
|
This material is being released using the Open Gaming License
|
||||||
|
Version 1.0a and you should read and understand the terms of
|
||||||
|
that license before using this material.
|
||||||
|
</para>
|
||||||
|
<para>
|
||||||
|
The text of the Open Gaming License itself is not Open Game
|
||||||
|
Content. Instructions on using the License are provided within
|
||||||
|
the License itself.
|
||||||
|
</para>
|
||||||
|
<para>
|
||||||
|
The following items are designated Product Identity, as defined
|
||||||
|
in Section 1(e) of the Open Game License Version 1.0a, and are
|
||||||
|
subject to the conditions set forth in Section 7 of the OGL, and
|
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|
are not Open Content: Dungeons & Dragons, D&D, Player’s
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||||||
|
Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of
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||||||
|
the Coast, d20 (when used as a trademark), Forgotten Realms,
|
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|
Faerûn, proper names (including those used in the names of
|
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|
spells or items), places, Underdark, Red Wizard of Thay, the
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||||||
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City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of
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Limbo, Windswept Depths of Pandemonium, Infinite Layers of the
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||||||
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Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak
|
||||||
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Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield
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||||||
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of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of
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||||||
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Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of
|
||||||
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Bytopia, Blessed Fields of Elysium, Wilderness of the
|
||||||
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Beastlands, Olympian Glades of Arborea, Concordant Domain of the
|
||||||
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Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of
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Vile Darkness, beholder, gauth, carrion crawler, tanar’ri,
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baatezu, displacer beast, githyanki, githzerai, mind flayer,
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illithid, umber hulk, yuan-ti.
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|
</para>
|
||||||
|
<para>
|
||||||
|
All of the rest of the SRD5 is Open Game Content as described in
|
||||||
|
Section 1(d) of the License.
|
||||||
|
</para>
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||||||
|
<para>
|
||||||
|
The terms of the Open Gaming License Version 1.0a are as
|
||||||
|
follows:
|
||||||
|
</para>
|
||||||
|
</section>
|
||||||
|
<section xml:id="open-game-license-version-1.0a">
|
||||||
|
<title>OPEN GAME LICENSE Version 1.0a</title>
|
||||||
|
<para>
|
||||||
|
The following text is the property of Wizards of the Coast,
|
||||||
|
Inc. and is Copyright 2000 Wizards of the Coast, Inc
|
||||||
|
(<quote>Wizards</quote>). All Rights Reserved.
|
||||||
|
</para>
|
||||||
|
<orderedlist numeration="arabic">
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
Definitions: (a) <quote>Contributors</quote> means the
|
||||||
|
copyright and/or trademark owners who have contributed Open
|
||||||
|
Game Content; (b) <quote>Derivative Material</quote> means
|
||||||
|
copyrighted material including derivative works and
|
||||||
|
translations (including into other computer languages),
|
||||||
|
potation, modification, correction, addition, extension,
|
||||||
|
upgrade, improvement, compilation, abridgment or other form
|
||||||
|
in which an existing work may be recast, transformed or
|
||||||
|
adapted; (c) <quote>Distribute</quote> means to reproduce,
|
||||||
|
license, rent, lease, sell, broadcast, publicly display,
|
||||||
|
transmit or otherwise distribute; (d) <quote>Open Game
|
||||||
|
Content</quote> means the game mechanic and includes the
|
||||||
|
methods, procedures, processes and routines to the extent
|
||||||
|
such content does not embody the Product Identity and is an
|
||||||
|
enhancement over the prior art and any additional content
|
||||||
|
clearly identified as Open Game Content by the Contributor,
|
||||||
|
and means any work covered by this License, including
|
||||||
|
translations and derivative works under copyright law, but
|
||||||
|
specifically excludes Product Identity. (e) <quote>Product
|
||||||
|
Identity</quote> means product and product line names, logos
|
||||||
|
and identifying marks including trade dress; artifacts;
|
||||||
|
creatures characters; stories, storylines, plots, thematic
|
||||||
|
elements, dialogue, incidents, language, artwork, symbols,
|
||||||
|
designs, depictions, likenesses, formats, poses, concepts,
|
||||||
|
themes and graphic, photographic and other visual or audio
|
||||||
|
representations; names and descriptions of characters,
|
||||||
|
spells, enchantments, personalities, teams, personas,
|
||||||
|
likenesses and special abilities; places, locations,
|
||||||
|
environments, creatures, equipment, magical or supernatural
|
||||||
|
abilities or effects, logos, symbols, or graphic designs;
|
||||||
|
and any other trademark or registered trademark clearly
|
||||||
|
identified as Product identity by the owner of the Product
|
||||||
|
Identity, and which specifically excludes the Open Game
|
||||||
|
Content; (f) <quote>Trademark</quote> means the logos,
|
||||||
|
names, mark, sign, motto, designs that are used by a
|
||||||
|
Contributor to identify itself or its products or the
|
||||||
|
associated products contributed to the Open Game License by
|
||||||
|
the Contributor (g) <quote>Use</quote>, <quote>Used</quote>
|
||||||
|
or <quote>Using</quote> means to use, Distribute, copy,
|
||||||
|
edit, format, modify, translate and otherwise create
|
||||||
|
Derivative Material of Open Game Content. (h)
|
||||||
|
<quote>You</quote> or <quote>Your</quote> means the licensee
|
||||||
|
in terms of this agreement.
|
||||||
|
</para>
|
||||||
|
</listitem>
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
The License: This License applies to any Open Game Content
|
||||||
|
that contains a notice indicating that the Open Game Content
|
||||||
|
may only be Used under and in terms of this License. You
|
||||||
|
must affix such a notice to any Open Game Content that you
|
||||||
|
Use. No terms may be added to or subtracted from this
|
||||||
|
License except as described by the License itself. No other
|
||||||
|
terms or conditions may be applied to any Open Game Content
|
||||||
|
distributed using this License.
|
||||||
|
</para>
|
||||||
|
</listitem>
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
Offer and Acceptance: By Using the Open Game Content You
|
||||||
|
indicate Your acceptance of the terms of this License.
|
||||||
|
</para>
|
||||||
|
</listitem>
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
Grant and Consideration: In consideration for agreeing to
|
||||||
|
use this License, the Contributors grant You a perpetual,
|
||||||
|
worldwide, royalty-free, non-exclusive license with the
|
||||||
|
exact terms of this License to Use, the Open Game Content.
|
||||||
|
</para>
|
||||||
|
</listitem>
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
Representation of Authority to Contribute: If You are
|
||||||
|
contributing original material as Open Game Content, You
|
||||||
|
represent that Your Contributions are Your original creation
|
||||||
|
and/or You have sufficient rights to grant the rights
|
||||||
|
conveyed by this License.
|
||||||
|
</para>
|
||||||
|
</listitem>
|
||||||
|
<listitem>
|
||||||
|
<para>
|
||||||
|
Notice of License Copyright: You must update the COPYRIGHT
|
||||||
|
NOTICE portion of this License to include the exact text of
|
||||||
|
the COPYRIGHT NOTICE of any Open Game Content You are
|
||||||
|
copying, modifying or distributing, and You must add the
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
|
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Inc.
|
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|
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<para>
|
||||||
|
System Reference Document 5.0 Copyright 2016, Wizards of the
|
||||||
|
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
|
||||||
|
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
|
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|
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
|
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based on original material by E. Gary Gygax and Dave Arneson.
|
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|
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</article>
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<h1 id="dd-5e-srd-full-compile-v0.4.2">D&D 5E SRD Full Compile-v0.4.2</h1>
|
<h1 id="dd-5e-srd-full-compile-v0.4.3">D&D 5E SRD Full Compile-v0.4.3</h1>
|
||||||
<h1 id="races">Races</h1>
|
<h1 id="races">RACES</h1>
|
||||||
<h2 id="racial-traits">Racial Traits</h2>
|
<h2 id="racial-traits">Racial Traits</h2>
|
||||||
<p>The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.</p>
|
<p>The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.</p>
|
||||||
<h3 id="ability-score-increase">Ability Score Increase</h3>
|
<h3 id="ability-score-increase">Ability Score Increase</h3>
|
||||||
|
@ -29,9 +160,9 @@
|
||||||
<h3 id="alignment">Alignment</h3>
|
<h3 id="alignment">Alignment</h3>
|
||||||
<p>Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.</p>
|
<p>Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.</p>
|
||||||
<h3 id="size">Size</h3>
|
<h3 id="size">Size</h3>
|
||||||
<p>Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in “Equipment.”</p>
|
<p>Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons.</p>
|
||||||
<h3 id="speed">Speed</h3>
|
<h3 id="speed">Speed</h3>
|
||||||
<p>Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”).</p>
|
<p>Your speed determines how far you can move when traveling and fighting.</p>
|
||||||
<h3 id="languages">Languages</h3>
|
<h3 id="languages">Languages</h3>
|
||||||
<p>By virtue of your race, your character can speak, read, and write certain languages.</p>
|
<p>By virtue of your race, your character can speak, read, and write certain languages.</p>
|
||||||
<h3 id="subraces">Subraces</h3>
|
<h3 id="subraces">Subraces</h3>
|
||||||
|
@ -238,7 +369,7 @@
|
||||||
<p><strong><em>Hellish Resistance</em></strong>. You have resistance to fire damage.</p>
|
<p><strong><em>Hellish Resistance</em></strong>. You have resistance to fire damage.</p>
|
||||||
<p><strong><em>Infernal Legacy</em></strong>. You know the <em>thaumaturgy</em> cantrip. When you reach 3rd level, you can cast the <em>hellish rebuke</em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em>darkness</em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p>
|
<p><strong><em>Infernal Legacy</em></strong>. You know the <em>thaumaturgy</em> cantrip. When you reach 3rd level, you can cast the <em>hellish rebuke</em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em>darkness</em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p>
|
||||||
<p><strong><em>Languages</em></strong>. You can speak, read, and write Common and Infernal.</p>
|
<p><strong><em>Languages</em></strong>. You can speak, read, and write Common and Infernal.</p>
|
||||||
<h1 id="classes">Classes</h1>
|
<h1 id="classes">CLASSES</h1>
|
||||||
<h1 id="barbarian">Barbarian</h1>
|
<h1 id="barbarian">Barbarian</h1>
|
||||||
<h3 id="class-features">Class Features</h3>
|
<h3 id="class-features">Class Features</h3>
|
||||||
<p>As a barbarian, you gain the following class features.</p>
|
<p>As a barbarian, you gain the following class features.</p>
|
||||||
|
@ -3247,7 +3378,7 @@
|
||||||
<h4 id="two-weapon-fighting-1">Two-Weapon Fighting</h4>
|
<h4 id="two-weapon-fighting-1">Two-Weapon Fighting</h4>
|
||||||
<p>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p>
|
<p>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p>
|
||||||
<h3 id="spellcasting-4">Spellcasting</h3>
|
<h3 id="spellcasting-4">Spellcasting</h3>
|
||||||
<p>By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules of spellcasting and the ranger spell list.</p>
|
<p>By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list.</p>
|
||||||
<h4 id="spell-slots-1">Spell Slots</h4>
|
<h4 id="spell-slots-1">Spell Slots</h4>
|
||||||
<p>The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>
|
<p>The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>
|
||||||
<p>For example, if you know the 1st-level spell <em>animal friendship</em> and have a 1st-level and a 2nd-level spell slot available, you can cast <em>animal friendship</em> using either slot.</p>
|
<p>For example, if you know the 1st-level spell <em>animal friendship</em> and have a 1st-level and a 2nd-level spell slot available, you can cast <em>animal friendship</em> using either slot.</p>
|
||||||
|
@ -4918,7 +5049,7 @@
|
||||||
<h4 id="spellcasting-focus-6">Spellcasting Focus</h4>
|
<h4 id="spellcasting-focus-6">Spellcasting Focus</h4>
|
||||||
<p>You can use an arcane focus as a spellcasting focus for your wizard spells.</p>
|
<p>You can use an arcane focus as a spellcasting focus for your wizard spells.</p>
|
||||||
<h4 id="learning-spells-of-1st-level-and-higher">Learning Spells of 1st Level and Higher</h4>
|
<h4 id="learning-spells-of-1st-level-and-higher">Learning Spells of 1st Level and Higher</h4>
|
||||||
<p>Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook”).</p>
|
<p>Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.</p>
|
||||||
<h3 id="arcane-recovery">Arcane Recovery</h3>
|
<h3 id="arcane-recovery">Arcane Recovery</h3>
|
||||||
<p>You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.</p>
|
<p>You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.</p>
|
||||||
<p>For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.</p>
|
<p>For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.</p>
|
||||||
|
@ -4959,7 +5090,7 @@
|
||||||
<p>*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p>
|
<p>*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p>
|
||||||
<p><strong><em>The Book’s Appearance</em></strong>. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p>
|
<p><strong><em>The Book’s Appearance</em></strong>. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p>
|
||||||
</blockquote>
|
</blockquote>
|
||||||
<h1 id="customizations">Customizations</h1>
|
<h1 id="customization">CUSTOMIZATION</h1>
|
||||||
<h1 id="multiclassing">Multiclassing</h1>
|
<h1 id="multiclassing">Multiclassing</h1>
|
||||||
<p>Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.</p>
|
<p>Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.</p>
|
||||||
<p>With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.</p>
|
<p>With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.</p>
|
||||||
|
@ -5404,7 +5535,7 @@
|
||||||
<li>You have advantage on attack rolls against a creature you are grappling.</li>
|
<li>You have advantage on attack rolls against a creature you are grappling.</li>
|
||||||
<li>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li>
|
<li>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li>
|
||||||
</ul>
|
</ul>
|
||||||
<h1 id="personalization">Personalization</h1>
|
<h1 id="personilization">PERSONILIZATION</h1>
|
||||||
<h1 id="alignment-1">Alignment</h1>
|
<h1 id="alignment-1">Alignment</h1>
|
||||||
<p>A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.</p>
|
<p>A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.</p>
|
||||||
<p>These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.</p>
|
<p>These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.</p>
|
||||||
|
@ -5710,7 +5841,7 @@
|
||||||
</tr>
|
</tr>
|
||||||
</tbody>
|
</tbody>
|
||||||
</table>
|
</table>
|
||||||
<h1 id="equipment-13">Equipment</h1>
|
<h1 id="equipment-13">EQUIPMENT</h1>
|
||||||
<h2 id="coinage">Coinage</h2>
|
<h2 id="coinage">Coinage</h2>
|
||||||
<p>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).</p>
|
<p>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).</p>
|
||||||
<p>With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.</p>
|
<p>With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.</p>
|
||||||
|
@ -7749,7 +7880,7 @@
|
||||||
<h2 id="spellcasting-services">Spellcasting Services</h2>
|
<h2 id="spellcasting-services">Spellcasting Services</h2>
|
||||||
<p>People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.</p>
|
<p>People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.</p>
|
||||||
<p>Hiring someone to cast a relatively common spell of 1st or 2nd level, such as <em>cure wounds</em> or <em>identify</em>, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.</p>
|
<p>Hiring someone to cast a relatively common spell of 1st or 2nd level, such as <em>cure wounds</em> or <em>identify</em>, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.</p>
|
||||||
<h1 id="abilities">Abilities</h1>
|
<h1 id="abilities">ABILITIES</h1>
|
||||||
<p>Six abilities provide a quick description of every creature’s physical and mental characteristics:</p>
|
<p>Six abilities provide a quick description of every creature’s physical and mental characteristics:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><strong>Strength</strong>, measuring physical power</li>
|
<li><strong>Strength</strong>, measuring physical power</li>
|
||||||
|
@ -8116,7 +8247,7 @@
|
||||||
<p>Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.</p>
|
<p>Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.</p>
|
||||||
<p>The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.</p>
|
<p>The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.</p>
|
||||||
<p>The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.</p>
|
<p>The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.</p>
|
||||||
<h1 id="adventuring">Adventuring</h1>
|
<h1 id="adventuring">ADVENTURING</h1>
|
||||||
<h1 id="time">Time</h1>
|
<h1 id="time">Time</h1>
|
||||||
<p>In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of <strong>minutes</strong>. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.</p>
|
<p>In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of <strong>minutes</strong>. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.</p>
|
||||||
<p>In a city or wilderness, a scale of <strong>hours</strong> is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.</p>
|
<p>In a city or wilderness, a scale of <strong>hours</strong> is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.</p>
|
||||||
|
@ -8282,7 +8413,7 @@
|
||||||
<p>You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.</p>
|
<p>You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.</p>
|
||||||
<p>First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.</p>
|
<p>First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.</p>
|
||||||
<p>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.</p>
|
<p>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.</p>
|
||||||
<h1 id="combat">Combat</h1>
|
<h1 id="combat">COMBAT</h1>
|
||||||
<p>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 <strong>round</strong> represents about 6 seconds in the game world. During a round, each participant in a battle takes a <strong>turn</strong>. 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.</p>
|
<p>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 <strong>round</strong> represents about 6 seconds in the game world. During a round, each participant in a battle takes a <strong>turn</strong>. 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.</p>
|
||||||
<blockquote>
|
<blockquote>
|
||||||
<h1 id="combat-step-by-step">Combat Step by Step</h1>
|
<h1 id="combat-step-by-step">Combat Step by Step</h1>
|
||||||
|
@ -8593,7 +8724,7 @@
|
||||||
<p>When making a <strong>melee weapon attack</strong>, 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.</p>
|
<p>When making a <strong>melee weapon attack</strong>, 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.</p>
|
||||||
<p>A <strong>ranged weapon attack</strong> 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).</p>
|
<p>A <strong>ranged weapon attack</strong> 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).</p>
|
||||||
<p>Creatures and objects that are fully immersed in water have resistance to fire damage.</p>
|
<p>Creatures and objects that are fully immersed in water have resistance to fire damage.</p>
|
||||||
<h1 id="spellcasting-8">Spellcasting</h1>
|
<h1 id="spellcasting-8">SPELLCASTING</h1>
|
||||||
<p>Magic permeates fantasy gaming worlds and often appears in the form of a spell.</p>
|
<p>Magic permeates fantasy gaming worlds and often appears in the form of a spell.</p>
|
||||||
<p>This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.</p>
|
<p>This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.</p>
|
||||||
<h1 id="what-is-a-spell">What Is a Spell?</h1>
|
<h1 id="what-is-a-spell">What Is a Spell?</h1>
|
||||||
|
@ -8713,7 +8844,7 @@
|
||||||
<h1 id="combining-magical-effects">Combining Magical Effects</h1>
|
<h1 id="combining-magical-effects">Combining Magical Effects</h1>
|
||||||
<p>The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.</p>
|
<p>The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.</p>
|
||||||
<p>For example, if two clerics cast <em>bless</em> on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.</p>
|
<p>For example, if two clerics cast <em>bless</em> on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.</p>
|
||||||
<h1 id="spells">Spells</h1>
|
<h1 id="spells">SPELLS</h1>
|
||||||
<h2 id="bard-spells">Bard Spells</h2>
|
<h2 id="bard-spells">Bard Spells</h2>
|
||||||
<h4 id="cantrips-0-level">Cantrips (0 Level)</h4>
|
<h4 id="cantrips-0-level">Cantrips (0 Level)</h4>
|
||||||
<ul>
|
<ul>
|
||||||
|
@ -13172,7 +13303,7 @@
|
||||||
<p><strong>Duration:</strong> 10 minutes</p>
|
<p><strong>Duration:</strong> 10 minutes</p>
|
||||||
<p>You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.</p>
|
<p>You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.</p>
|
||||||
<p>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.</p>
|
<p>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.</p>
|
||||||
<h1 id="gamemastering">Gamemastering</h1>
|
<h1 id="gamemastering">GAMEMASTERING</h1>
|
||||||
<h1 id="conditions">Conditions</h1>
|
<h1 id="conditions">Conditions</h1>
|
||||||
<p>Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.</p>
|
<p>Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.</p>
|
||||||
<p>A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.</p>
|
<p>A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.</p>
|
||||||
|
@ -14429,7 +14560,7 @@
|
||||||
<p><strong><em>Torpor (Ingested)</em></strong>. 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.</p>
|
<p><strong><em>Torpor (Ingested)</em></strong>. 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.</p>
|
||||||
<p><strong><em>Truth Serum (Ingested)</em></strong>. 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 <em>zone of truth</em> spell.</p>
|
<p><strong><em>Truth Serum (Ingested)</em></strong>. 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 <em>zone of truth</em> spell.</p>
|
||||||
<p><strong><em>Wyvern Poison (Injury)</em></strong>. 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.</p>
|
<p><strong><em>Wyvern Poison (Injury)</em></strong>. 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.</p>
|
||||||
<h1 id="treasure">Treasure</h1>
|
<h1 id="treasure">TREASURE</h1>
|
||||||
<p>Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.</p>
|
<p>Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.</p>
|
||||||
<h1 id="magic-items-a">Magic Items (A)</h1>
|
<h1 id="magic-items-a">Magic Items (A)</h1>
|
||||||
<h3 id="adamantine-armor">Adamantine Armor</h3>
|
<h3 id="adamantine-armor">Adamantine Armor</h3>
|
||||||
|
@ -17614,7 +17745,7 @@
|
||||||
<p>You can also use an action to cast the <em>detect magic</em> spell from the orb without using any charges.</p>
|
<p>You can also use an action to cast the <em>detect magic</em> spell from the orb without using any charges.</p>
|
||||||
<p><strong><em>Call Dragons</em></strong>. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.</p>
|
<p><strong><em>Call Dragons</em></strong>. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.</p>
|
||||||
<p><strong><em>Destroying an Orb</em></strong>. An <em>Orb of Dragonkind</em> appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A <em>disintegrate</em> spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.</p>
|
<p><strong><em>Destroying an Orb</em></strong>. An <em>Orb of Dragonkind</em> appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A <em>disintegrate</em> spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.</p>
|
||||||
<h1 id="monsters">Monsters</h1>
|
<h1 id="monsters">MONSTERS</h1>
|
||||||
<h1 id="monster-statistics">Monster Statistics</h1>
|
<h1 id="monster-statistics">Monster Statistics</h1>
|
||||||
<h2 id="type">Type</h2>
|
<h2 id="type">Type</h2>
|
||||||
<p>A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an <em>arrow of dragon slaying</em> deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.</p>
|
<p>A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an <em>arrow of dragon slaying</em> deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.</p>
|
||||||
|
@ -26186,7 +26317,7 @@
|
||||||
<p><strong><em>Undead Fortitude</em></strong>. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</p>
|
<p><strong><em>Undead Fortitude</em></strong>. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</p>
|
||||||
<h6 id="actions-200">Actions</h6>
|
<h6 id="actions-200">Actions</h6>
|
||||||
<p><strong><em>Morningstar</em></strong>. <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8+4) bludgeoning damage.</p>
|
<p><strong><em>Morningstar</em></strong>. <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8+4) bludgeoning damage.</p>
|
||||||
<h1 id="miscellaneous-creatures">‘Miscellaneous Creatures’</h1>
|
<h1 id="creatures">CREATURES</h1>
|
||||||
<p>This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.</p>
|
<p>This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.</p>
|
||||||
<h1 id="creatures-a-c">Creatures (A-C)</h1>
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<h1 id="creatures-a-c">Creatures (A-C)</h1>
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<h2 id="ape">Ape</h2>
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<h2 id="ape">Ape</h2>
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@ -29509,7 +29640,7 @@
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<h6 id="actions-293">Actions</h6>
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<h6 id="actions-293">Actions</h6>
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<p><strong><em>Bite</em></strong>. <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p>
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<p><strong><em>Bite</em></strong>. <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p>
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<p>A <strong>worg</strong> is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.</p>
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<p>A <strong>worg</strong> is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.</p>
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||||||
<h1 id="non-player-characters">‘Non-Player Characters’</h1>
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<h1 id="npcs">NPCs</h1>
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<p>This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.</p>
|
<p>This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.</p>
|
||||||
<h1 id="customizing-npcs">Customizing NPCs</h1>
|
<h1 id="customizing-npcs">Customizing NPCs</h1>
|
||||||
<p>There are many easy ways to customize the NPCs in this appendix for your home campaign.</p>
|
<p>There are many easy ways to customize the NPCs in this appendix for your home campaign.</p>
|
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@ -30296,5 +30427,35 @@
|
||||||
<p><strong><em>Shortsword</em></strong>. <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p>
|
<p><strong><em>Shortsword</em></strong>. <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p>
|
||||||
<p><strong><em>Heavy Crossbow</em></strong>. <em>Ranged Weapon Attack:</em> +3 to hit, range 100/400 ft., one target. <em>Hit:</em> 6 (1d10 + 1) piercing damage.</p>
|
<p><strong><em>Heavy Crossbow</em></strong>. <em>Ranged Weapon Attack:</em> +3 to hit, range 100/400 ft., one target. <em>Hit:</em> 6 (1d10 + 1) piercing damage.</p>
|
||||||
<p><strong>Veterans</strong> 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.</p>
|
<p><strong>Veterans</strong> 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.</p>
|
||||||
|
<h1 id="legal">Legal</h1>
|
||||||
|
<hr />
|
||||||
|
<h3 id="licensing">Licensing</h3>
|
||||||
|
<p>Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a.</p>
|
||||||
|
<p>This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.</p>
|
||||||
|
<p>The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.</p>
|
||||||
|
<p>The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.</p>
|
||||||
|
<p>All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.</p>
|
||||||
|
<p>The terms of the Open Gaming License Version 1.0a are as follows:</p>
|
||||||
|
<h3 id="open-game-license-version-1.0a">OPEN GAME LICENSE Version 1.0a</h3>
|
||||||
|
<p>The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.</p>
|
||||||
|
<ol type="1">
|
||||||
|
<li><p>Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.</p></li>
|
||||||
|
<li><p>The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.</p></li>
|
||||||
|
<li><p>Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.</p></li>
|
||||||
|
<li><p>Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.</p></li>
|
||||||
|
<li><p>Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.</p></li>
|
||||||
|
<li><p>Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.</p></li>
|
||||||
|
<li><p>Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.</p></li>
|
||||||
|
<li><p>Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.</p></li>
|
||||||
|
<li><p>Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.</p></li>
|
||||||
|
<li><p>Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.</p></li>
|
||||||
|
<li><p>Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.</p></li>
|
||||||
|
<li><p>Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.</p></li>
|
||||||
|
<li><p>Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.</p></li>
|
||||||
|
<li><p>Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.</p></li>
|
||||||
|
<li><p>COPYRIGHT NOTICE.</p></li>
|
||||||
|
</ol>
|
||||||
|
<p>Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.</p>
|
||||||
|
<p>System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.</p>
|
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