diff --git a/D&D 5E SRD v5.1 Compilation.md b/D&D 5E SRD v5.1 Compilation.md index 7cf2bdb..da85e0b 100644 --- a/D&D 5E SRD v5.1 Compilation.md +++ b/D&D 5E SRD v5.1 Compilation.md @@ -99,35 +99,35 @@ Some races have subraces. Members of a subrace have the traits of the parent rac Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. -**_Ability Score Increase._** Your Constitution score increases by 2. +**_Ability Score Increase_**. Your Constitution score increases by 2. -**_Age._** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. +**_Age_**. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. -**_Alignment._** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. +**_Alignment_**. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. -**_Size._** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. +**_Size_**. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. -**_Speed._** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. +**_Speed_**. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. -**_Darkvision._** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Dwarven Resilience._** You have advantage on saving throws against poison, and you have resistance against poison damage. +**_Dwarven Resilience_**. You have advantage on saving throws against poison, and you have resistance against poison damage. -**_Dwarven Combat Training._** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. +**_Dwarven Combat Training_**. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. -**_Tool Proficiency._** You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. +**_Tool Proficiency_**. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. -**_Stonecunning._** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. +**_Stonecunning_**. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. -**_Languages._** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. +**_Languages_**. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. #### Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. -**_Ability Score Increase._** Your Wisdom score increases by 1. +**_Ability Score Increase_**. Your Wisdom score increases by 1. -**_Dwarven Toughness._** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. +**_Dwarven Toughness_**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ### Elf @@ -135,39 +135,39 @@ As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. -**_Ability Score Increase._** Your Dexterity score increases by 2. +**_Ability Score Increase_**. Your Dexterity score increases by 2. -**_Age._** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. +**_Age_**. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. -**_Alignment._** Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. +**_Alignment_**. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. -**_Size._** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. +**_Size_**. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Keen Senses._** You have proficiency in the Perception skill. +**_Keen Senses_**. You have proficiency in the Perception skill. -**_Fey Ancestry._** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. +**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. -**_Trance._** Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. +**_Trance_**. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. -**_Languages._** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. +**_Languages_**. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. #### High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. -**_Ability Score Increase._** Your Intelligence score increases by 1. +**_Ability Score Increase_**. Your Intelligence score increases by 1. -**_Elf Weapon Training._** You have proficiency with the longsword, shortsword, shortbow, and longbow. +**_Elf Weapon Training_**. You have proficiency with the longsword, shortsword, shortbow, and longbow. -**_Cantrip._** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. +**_Cantrip_**. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. -**_Extra Language._** You can speak, read, and write one extra language of your choice. +**_Extra Language_**. You can speak, read, and write one extra language of your choice. ### Halfling @@ -175,23 +175,23 @@ As a high elf, you have a keen mind and a mastery of at least the basics of magi Your halfling character has a number of traits in common with all other halflings. -**_Ability Score Increase._** Your Dexterity score increases by 2. +**_Ability Score Increase_**. Your Dexterity score increases by 2. -**_Age._** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. +**_Age_**. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. -**_Alignment._** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. +**_Alignment_**. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. -**_Size._** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. +**_Size_**. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. -**_Speed._** Your base walking speed is 25 feet. +**_Speed_**. Your base walking speed is 25 feet. -**_Lucky._** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. +**_Lucky_**. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. -**_Brave._** You have advantage on saving throws against being frightened. +**_Brave_**. You have advantage on saving throws against being frightened. -**_Halfling Nimbleness._** You can move through the space of any creature that is of a size larger than yours. +**_Halfling Nimbleness_**. You can move through the space of any creature that is of a size larger than yours. -**_Languages._** You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. +**_Languages_**. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. #### Lightfoot @@ -199,9 +199,9 @@ As a lightfoot halfling, you can easily hide from notice, even using other peopl Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. -**_Ability Score Increase._** Your Charisma score increases by 1. +**_Ability Score Increase_**. Your Charisma score increases by 1. -**_Naturally Stealthy._** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. +**_Naturally Stealthy_**. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ### Human @@ -209,15 +209,15 @@ Lightfoots are more prone to wanderlust than other halflings, and often dwell al It’s hard to make generalizations about humans, but your human character has these traits. -**_Ability Score Increase._** Your ability scores each increase by 1. +**_Ability Score Increase_**. Your ability scores each increase by 1. -**_Age._** Humans reach adulthood in their late teens and live less than a century. +**_Age_**. Humans reach adulthood in their late teens and live less than a century. -**_Alignment._** Humans tend toward no particular alignment. The best and the worst are found among them. +**_Alignment_**. Humans tend toward no particular alignment. The best and the worst are found among them. -**_Size._** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. +**_Size_**. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. -**_Speed._** Your base walking speed is 30 feet. **_Languages._** You can speak, read, and write Common and one extra language of your choice. +**_Speed_**. Your base walking speed is 30 feet. **_Languages_**. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. @@ -227,15 +227,15 @@ Humans typically learn the languages of other peoples they deal with, including Your draconic heritage manifests in a variety of traits you share with other dragonborn. -**_Ability Score Increase._** Your Strength score increases by 2, and your Charisma score increases by 1. +**_Ability Score Increase_**. Your Strength score increases by 2, and your Charisma score increases by 1. -**_Age._** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. +**_Age_**. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. -**_Alignment._** Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. +**_Alignment_**. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. -**_Size._** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. +**_Size_**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. **Draconic Ancestry (table)** @@ -252,17 +252,17 @@ Your draconic heritage manifests in a variety of traits you share with other dra | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | -**_Draconic Ancestry._** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. +**_Draconic Ancestry_**. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. -**_Breath Weapon._** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. +**_Breath Weapon_**. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. -**_Damage Resistance._** You have resistance to the damage type associated with your draconic ancestry. +**_Damage Resistance_**. You have resistance to the damage type associated with your draconic ancestry. -**_Languages._** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. +**_Languages_**. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ### Gnome @@ -270,37 +270,37 @@ After you use your breath weapon, you can’t use it again until you complete a Your gnome character has certain characteristics in common with all other gnomes. -**_Ability Score Increase._** Your Intelligence score increases by 2. +**_Ability Score Increase_**. Your Intelligence score increases by 2. -**_Age._** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. +**_Age_**. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. -**_Alignment._** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. +**_Alignment_**. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. -**_Size._** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. +**_Size_**. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. -**_Speed._** Your base walking speed is 25 feet. +**_Speed_**. Your base walking speed is 25 feet. -**_Darkvision._** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Gnome Cunning._** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. +**_Gnome Cunning_**. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. -**_Languages._** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. +**_Languages_**. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. #### Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. -**_Ability Score Increase._** Your Constitution score increases by 1. +**_Ability Score Increase_**. Your Constitution score increases by 1. -**_Artificer’s Lore._** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. +**_Artificer’s Lore_**. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. -**_Tinker._** You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. +**_Tinker_**. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: -* _Clockwork Toy._ This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. -* _Fire Starter._ The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. -* _Music Box._ When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. +* _Clockwork Toy_. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. +* _Fire Starter_. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. +* _Music Box_. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. ### Half-Elf @@ -308,24 +308,24 @@ When you create a device, choose one of the following options: Your half-elf character has some qualities in common with elves and some that are unique to half-elves. -**_Ability Score Increase._** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. +**_Ability Score Increase_**. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. -**_Age._** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. +**_Age_**. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. -**_Alignment._** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for +**_Alignment_**. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. -**_Size._** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. +**_Size_**. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Fey Ancestry._** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. +**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. -**_Skill Versatility._** You gain proficiency in two skills of your choice. +**_Skill Versatility_**. You gain proficiency in two skills of your choice. -**_Languages._** You can speak, read, and write Common, Elvish, and one extra language of your choice. +**_Languages_**. You can speak, read, and write Common, Elvish, and one extra language of your choice. ### Half-Orc @@ -333,25 +333,25 @@ followers. They chafe at rules, resent others’ demands, and sometimes prove un Your half-orc character has certain traits deriving from your orc ancestry. -**_Ability Score Increase._** Your Strength score increases by 2, and your Constitution score increases by 1. +**_Ability Score Increase_**. Your Strength score increases by 2, and your Constitution score increases by 1. -**_Age._** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. +**_Age_**. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. -**_Alignment._** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. +**_Alignment_**. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. -**_Size._** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. +**_Size_**. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Menacing._** You gain proficiency in the Intimidation skill. +**_Menacing_**. You gain proficiency in the Intimidation skill. -**_Relentless Endurance._** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. +**_Relentless Endurance_**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. -**_Savage Attacks._** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. +**_Savage Attacks_**. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. -**_Languages._** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. +**_Languages_**. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. ### Tiefling @@ -359,23 +359,23 @@ Your half-orc character has certain traits deriving from your orc ancestry. Tieflings share certain racial traits as a result of their infernal descent. -**_Ability Score Increase._** Your Intelligence score increases by 1, and your Charisma score increases by 2. +**_Ability Score Increase_**. Your Intelligence score increases by 1, and your Charisma score increases by 2. -**_Age._** Tieflings mature at the same rate as humans but live a few years longer. +**_Age_**. Tieflings mature at the same rate as humans but live a few years longer. -**_Alignment._** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. +**_Alignment_**. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. -**_Size._** Tieflings are about the same size and build as humans. Your size is Medium. +**_Size_**. Tieflings are about the same size and build as humans. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Hellish Resistance._** You have resistance to fire damage. +**_Hellish Resistance_**. You have resistance to fire damage. -**_Infernal Legacy._** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* 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 *darkness* 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. +**_Infernal Legacy_**. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* 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 *darkness* 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. -**_Languages._** You can speak, read, and write Common and Infernal. +**_Languages_**. You can speak, read, and write Common and Infernal. ## Classes @@ -1715,15 +1715,15 @@ The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. -**_Honesty._** Don’t lie or cheat. Let your word be your promise. +**_Honesty_**. Don’t lie or cheat. Let your word be your promise. -**_Courage._** Never fear to act, though caution is wise. +**_Courage_**. Never fear to act, though caution is wise. -**_Compassion._** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. +**_Compassion_**. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. -**_Honor._** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. +**_Honor_**. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. -**_Duty._** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. +**_Duty_**. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. ###### Oath Spells @@ -1743,11 +1743,11 @@ You gain oath spells at the paladin levels listed. When you take this oath at 3rd level, you gain the following two Channel Divinity options. -**_Sacred Weapon._** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. +**_Sacred Weapon_**. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. -**_Turn the Unholy._** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. +**_Turn the Unholy_**. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. @@ -1964,39 +1964,39 @@ Emulating the Hunter archetype means accepting your place as a bulwark between c At 3rd level, you gain one of the following features of your choice. -**_Colossus Slayer._** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. +**_Colossus Slayer_**. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. -**_Giant Killer._** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. +**_Giant Killer_**. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. -**_Horde Breaker._** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. +**_Horde Breaker_**. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. ###### Defensive Tactics At 7th level, you gain one of the following features of your choice. -**_Escape the Horde._** Opportunity attacks against you are made with disadvantage. +**_Escape the Horde_**. Opportunity attacks against you are made with disadvantage. -**_Multiattack Defense._** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. +**_Multiattack Defense_**. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. -**_Steel Will._** You have advantage on saving throws against being frightened. +**_Steel Will_**. You have advantage on saving throws against being frightened. ###### Multiattack At 11th level, you gain one of the following features of your choice. -**_Volley._** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. +**_Volley_**. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. -**_Whirlwind Attack._** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. +**_Whirlwind Attack_**. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. ###### Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. -**_Evasion._** When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. +**_Evasion_**. When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. -**_Stand Against the Tide._** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. +**_Stand Against the Tide_**. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. -**_Uncanny Dodge._** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. +**_Uncanny Dodge_**. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ### Rogue @@ -2260,7 +2260,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. -**_Creating Spell Slots._** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. +**_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. @@ -2274,7 +2274,7 @@ Any spell slot you create with this feature vanishes when you finish a long rest | 4th | 6 | | 5th | 7 | -**_Converting a Spell Slot to Sorcery Points._** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. +**_Converting a Spell Slot to Sorcery Points_**. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. #### Metamagic @@ -2750,11 +2750,11 @@ Once you use this feature, you can’t use it again until you finish a long rest > > Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. > -> **_Pact of the Chain._** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. +> **_Pact of the Chain_**. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. > -> **_Pact of the Blade._** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. +> **_Pact of the Blade_**. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. > -> **_Pact of the Tome._** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. +> **_Pact of the Tome_**. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. ### Wizard @@ -2921,17 +2921,17 @@ The first time you do so, you suffer no adverse effect. If you use this feature > > The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. > -> **_Copying a Spell into the Book._** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. +> **_Copying a Spell into the Book_**. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. > > Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. > > For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > -> **_Replacing the Book._** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. +> **_Replacing the Book_**. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. > > 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. > -> **_The Book’s Appearance._** 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. +> **_The Book’s Appearance_**. 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. ## Beyond 1st Level @@ -3057,17 +3057,17 @@ If you already have the Unarmored Defense feature, you can’t gain it again fro Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. -**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. +**_Spells Known and Prepared_**. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. -**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. +**_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level. For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects. -**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. +**_Pact Magic_**. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. **Multiclass Spellcaster: Spell Slots per Spell Level (table)** @@ -3303,13 +3303,13 @@ A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. -**_Arms, Armor, and Other Equipment._** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. +**_Arms, Armor, and Other Equipment_**. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. -**_Magic Items._** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. +**_Magic Items_**. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. -**_Gems, Jewelry, and Art Objects._** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. +**_Gems, Jewelry, and Art Objects_**. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. -**_Trade Goods._** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. +**_Trade Goods_**. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. ### Armor @@ -3317,39 +3317,39 @@ Fantasy gaming worlds are a vast tapestry made up of many different cultures, ea The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. -**_Armor Proficiency._** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. +**_Armor Proficiency_**. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. -**_Armor Class (AC)._** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. +**_Armor Class (AC)_**. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. -**_Heavy Armor._** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. +**_Heavy Armor_**. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. -**_Stealth._** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. +**_Stealth_**. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. -**_Shields._** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +**_Shields_**. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. #### Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. -**_Padded._** Padded armor consists of quilted layers of cloth and batting. +**_Padded_**. Padded armor consists of quilted layers of cloth and batting. -**_Leather._** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +**_Leather_**. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -**_Studded Leather._** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +**_Studded Leather_**. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. #### Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. -**_Hide._** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +**_Hide_**. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -**_Chain Shirt._** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +**_Chain Shirt_**. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -**_Scale Mail._** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +**_Scale Mail_**. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -**_Breastplate._** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. +**_Breastplate_**. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. -**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. +**_Half Plate_**. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. #### Heavy Armor @@ -3357,13 +3357,13 @@ Of all the armor categories, heavy armor offers the best protection. These suits Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. -**_Ring Mail._** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor. +**_Ring Mail_**. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor. -**_Chain Mail._** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +**_Chain Mail_**. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -**_Splint._** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +**_Splint_**. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -**_Plate._** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +**_Plate_**. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. **Armor (table)** @@ -3391,9 +3391,9 @@ Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, b The time it takes to don or doff armor depends on the armor’s category. -**_Don._** This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. +**_Don_**. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. -**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half. +**_Doff_**. This is the time it takes to take off armor. If you have help, reduce this time by half. **Donning and Doffing Armor (table)** @@ -3420,27 +3420,27 @@ Proficiency with a weapon allows you to add your proficiency bonus to the attack Many weapons have special properties related to their use, as shown in the Weapons table. -**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. +**_Ammunition_**. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. -**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. +**_Finesse_**. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. -**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. +**_Heavy_**. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. -**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. +**_Loading_**. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. -**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. +**_Range_**. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. -**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. +**_Reach_**. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. -**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). +**_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). -**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. +**_Thrown_**. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. -**_Two-Handed._** This weapon requires two hands when you attack with it. +**_Two-Handed_**. This weapon requires two hands when you attack with it. -**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. +**_Versatile_**. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. ##### Improvised Weapons @@ -3458,9 +3458,9 @@ Some monsters that have immunity or resistance to nonmagical weapons are suscept Weapons with special rules are described here. -**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. +**_Lance_**. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. -**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. +**_Net_**. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. @@ -3514,83 +3514,83 @@ When you use an action, bonus action, or reaction to attack with a net, you can This section describes items that have special rules or require further explanation. -**_Acid._** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. +**_Acid_**. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. -**_Alchemist’s Fire._** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. +**_Alchemist’s Fire_**. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. -**_Antitoxin._** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. +**_Antitoxin_**. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. -**_Arcane Focus._** An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +**_Arcane Focus_**. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -**_Ball Bearings._** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. +**_Ball Bearings_**. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. -**_Block and Tackle._** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. +**_Block and Tackle_**. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. -**_Book._** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). +**_Book_**. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). -**_Caltrops._** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. +**_Caltrops_**. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. -**_Candle._** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. +**_Candle_**. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. -**_Case, Crossbow Bolt._** This wooden case can hold up to twenty crossbow bolts. +**_Case, Crossbow Bolt_**. This wooden case can hold up to twenty crossbow bolts. -**_Case, Map or Scroll._** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. +**_Case, Map or Scroll_**. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. -**_Chain._** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. +**_Chain_**. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. -**_Climber’s Kit._** A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. +**_Climber’s Kit_**. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. -**_Component Pouch._** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). -**_Crowbar._** Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. +**_Component Pouch_**. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). +**_Crowbar_**. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. -**_Druidic Focus._** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. +**_Druidic Focus_**. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. -**_Fishing Tackle._** This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. +**_Fishing Tackle_**. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. -**_Holy Symbol._** A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +**_Holy Symbol_**. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. -**_Holy Water._** As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. +**_Holy Water_**. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. -**_Hunting Trap._** When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. +**_Hunting Trap_**. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. -**_Lamp._** A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +**_Lamp_**. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. -**_Lock._** A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. +**_Lock_**. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. -**_Magnifying Glass._** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. +**_Magnifying Glass_**. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. -**_Manacles._** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. +**_Manacles_**. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. -**_Mess Kit._** This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. +**_Mess Kit_**. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. -**_Oil._** Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. +**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. -**_Poison, Basic._** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. +**_Poison, Basic_**. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. -**_Potion of Healing._** A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. +**_Potion of Healing_**. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. -**_Pouch._** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. +**_Pouch_**. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. -**_Rations._** Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. +**_Rations_**. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. -**_Rope._** Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +**_Rope_**. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. -**_Scale, Merchant’s._** A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. +**_Scale, Merchant’s_**. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. -**_Spellbook._** Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. +**_Spellbook_**. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. -**_Spyglass._** Objects viewed through a spyglass are magnified to twice their size. +**_Spyglass_**. Objects viewed through a spyglass are magnified to twice their size. -**_Tent._** A simple and portable canvas shelter, a tent sleeps two. +**_Tent_**. A simple and portable canvas shelter, a tent sleeps two. -**_Tinderbox._** This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. +**_Tinderbox_**. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. -**_Torch._** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. +**_Torch_**. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. **Adventuring Gear (table)** @@ -3724,19 +3724,19 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo > > The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. > -> **_Burglar’s Pack (16 gp)._** Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Burglar’s Pack (16 gp)_**. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Diplomat’s Pack (39 gp)._** Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. +> **_Diplomat’s Pack (39 gp)_**. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. > -> **_Dungeoneer’s Pack (12 gp)._** Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Dungeoneer’s Pack (12 gp)_**. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Entertainer’s Pack (40 gp)._** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. +> **_Entertainer’s Pack (40 gp)_**. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. > -> **_Explorer’s Pack (10 gp)._** Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Explorer’s Pack (10 gp)_**. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Priest’s Pack (19 gp)._** Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. +> **_Priest’s Pack (19 gp)_**. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. > -> **_Scholar’s Pack (40 gp)._** Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. +> **_Scholar’s Pack (40 gp)_**. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. ### Tools @@ -3788,23 +3788,23 @@ A tool helps you to do something you couldn't otherwise do, such as craft or rep \* See the “Mounts and Vehicles” section. -**_Artisan’s Tools._** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. +**_Artisan’s Tools_**. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. -**_Disguise Kit._** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. +**_Disguise Kit_**. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. -**_Forgery Kit._** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. +**_Forgery Kit_**. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. -**_Gaming Set._** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. +**_Gaming Set_**. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. -**_Herbalism Kit._** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. +**_Herbalism Kit_**. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. -**_Musical Instrument._** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. +**_Musical Instrument_**. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. -**_Navigator’s Tools._** This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. +**_Navigator’s Tools_**. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. -**_Poisoner’s Kit._** A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. +**_Poisoner’s Kit_**. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. -**_Thieves’ Tools._** This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. +**_Thieves’ Tools_**. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. ### Mounts and Vehicles @@ -3814,13 +3814,13 @@ An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up t Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. -**_Barding._** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +**_Barding_**. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -**_Saddles._** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. +**_Saddles_**. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. -**_Vehicle Proficiency._** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. +**_Vehicle Proficiency_**. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. -**_Rowed Vessels._** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. +**_Rowed Vessels_**. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. **Mounts and Other Animals (table)** @@ -3914,19 +3914,19 @@ Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle mig | Wealthy | 4 gp | | Aristocratic | 10 gp minimum | -**_Wretched._** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. +**_Wretched_**. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. -**_Squalid._** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. +**_Squalid_**. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. -**_Poor._** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. +**_Poor_**. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. -**_Modest._** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. +**_Modest_**. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. -**_Comfortable._** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. +**_Comfortable_**. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. -**_Wealthy._** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. +**_Wealthy_**. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. -**_Aristocratic._** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. +**_Aristocratic_**. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. > ##### Self-Sufficiency > @@ -4212,13 +4212,13 @@ Strength measures bodily power, athletic training, and the extent to which you c A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. -**_Athletics._** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: +**_Athletics_**. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: * You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. * You try to jump an unusually long distance or pull off a stunt midjump. * You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. -**_Other Strength Checks._** The GM might also call for a Strength check when you try to accomplish tasks like the following: +**_Other Strength Checks_**. The GM might also call for a Strength check when you try to accomplish tasks like the following: * Force open a stuck, locked, or barred door * Break free of bonds @@ -4235,11 +4235,11 @@ You add your Strength modifier to your attack roll and your damage roll when att Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. -**_Carrying Capacity._** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. +**_Carrying Capacity_**. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. -**_Push, Drag, or Lift._** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. +**_Push, Drag, or Lift_**. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. -**_Size and Strength._** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. +**_Size and Strength_**. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. ##### Variant: Encumbrance @@ -4257,13 +4257,13 @@ Dexterity measures agility, reflexes, and balance. A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. -**_Acrobatics._** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. +**_Acrobatics_**. 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 GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. -**_Sleight of Hand._** 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 GM 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. +**_Sleight of Hand_**. 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 GM 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._** 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. +**_Stealth_**. 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. -**_Other Dexterity Checks._** The GM might call for a Dexterity check when you try to accomplish tasks like the following: +**_Other Dexterity Checks_**. The GM might call for a Dexterity check when you try to accomplish tasks like the following: * Control a heavily laden cart on a steep descent * Steer a chariot around a tight turn @@ -4296,7 +4296,7 @@ At the beginning of every combat, you roll initiative by making a Dexterity chec > >In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. > -> **_Passive Perception._** When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. +> **_Passive Perception_**. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. > > **_What Can You See?**_ One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in chapter 8, “Adventuring.” @@ -4330,17 +4330,17 @@ Intelligence measures mental acuity, accuracy of recall, and the ability to reas An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. -**_Arcana._** 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. +**_Arcana_**. 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. -**_History._** Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. +**_History_**. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. -**_Investigation._** 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. +**_Investigation_**. 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. -**_Nature._** Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. +**_Nature_**. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. -**_Religion._** 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. +**_Religion_**. 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. -**_Other Intelligence Checks._** The GM might call for an Intelligence check when you try to accomplish tasks like the following: +**_Other Intelligence Checks_**. The GM might call for an Intelligence check when you try to accomplish tasks like the following: * Communicate with a creature without using words * Estimate the value of a precious item @@ -4361,19 +4361,19 @@ Wisdom reflects how attuned you are to the world around you and represents perce A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. -**_Animal Handling._** 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 GM 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. +**_Animal Handling_**. 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 GM 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. -**_Insight._** 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. +**_Insight_**. 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. -**_Medicine._** A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. +**_Medicine_**. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. -**_Perception._** 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. +**_Perception_**. 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. -**_Survival._** The GM might ask you to make a +**_Survival_**. The GM 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. -**_Other Wisdom Checks._** The GM might call for a +**_Other Wisdom Checks_**. The GM might call for a Wisdom check when you try to accomplish tasks like the following: @@ -4392,15 +4392,15 @@ Charisma measures your ability to interact effectively with others. It includes A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. -**_Deception._** 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. +**_Deception_**. 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. -**_Intimidation._** When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM 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. +**_Intimidation_**. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM 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. -**_Performance._** Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. +**_Performance_**. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. -**_Persuasion._** When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM 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. +**_Persuasion_**. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM 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. -**_Other Charisma Checks._** The GM might call for a Charisma check when you try to accomplish tasks like the following: +**_Other Charisma Checks_**. The GM might call for a Charisma check when you try to accomplish tasks like the following: * Find the best person to talk to for news, rumors, and gossip * Blend into a crowd to get the sense of key topics of conversation @@ -4453,11 +4453,11 @@ The following rules determine how far a character or monster can move in a minut While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. -**_Forced March._** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. +**_Forced March_**. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A). -**_Mounts and Vehicles._** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. +**_Mounts and Vehicles_**. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. @@ -4489,13 +4489,13 @@ While climbing or swimming, each foot of movement costs 1 extra foot (2 extra fe Your Strength determines how far you can jump. -**_Long Jump._** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. +**_Long Jump_**. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. -**_High Jump._** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. +**_High Jump_**. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. @@ -6399,7 +6399,7 @@ _2nd-level evocation_ A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ##### Acid Splash @@ -6431,7 +6431,7 @@ _2nd-level abjuration_ Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. ##### Alarm @@ -6465,11 +6465,11 @@ _2nd-level transmutation_ You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. -**_Aquatic Adaptation._** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. +**_Aquatic Adaptation_**. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. -**_Change Appearance._** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. +**_Change Appearance_**. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. -**_Natural Weapons._** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. +**_Natural Weapons_**. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. ##### Animal Messenger @@ -6487,7 +6487,7 @@ By means of this spell, you use an animal to deliver a message. Choose a Tiny be When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. -**_At Higher Levels._** If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. +**_At Higher Levels_**. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. ##### Animal Shapes @@ -6525,7 +6525,7 @@ On each of your turns, you can use a bonus action to mentally command any creatu The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. ##### Animate Objects @@ -6559,7 +6559,7 @@ An animated object is a construct with AC, hit points, attacks, Strength, and De If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. -**_At Higher Levels._** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. +**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. ##### Antilife Shell @@ -6595,21 +6595,21 @@ A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divor Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. -**_Targeted Effects._** Spells and other magical effects, such as _magic missile_ and _charm person_, that target a creature or an object in the sphere have no effect on that target. +**_Targeted Effects_**. Spells and other magical effects, such as _magic missile_ and _charm person_, that target a creature or an object in the sphere have no effect on that target. -**_Areas of Magic._** The area of another spell or magical effect, such as _fireball_, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _wall of fire_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. +**_Areas of Magic_**. The area of another spell or magical effect, such as _fireball_, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _wall of fire_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. -**_Spells._** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. +**_Spells_**. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. -**_Magic Items._** The properties and powers of magic items are suppressed in the sphere. For example, a _+1 longsword_ in the sphere functions as a nonmagical longsword. +**_Magic Items_**. The properties and powers of magic items are suppressed in the sphere. For example, a _+1 longsword_ in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. -**_Magical Travel._** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere. +**_Magical Travel_**. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere. -**_Creatures and Objects._** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. +**_Creatures and Objects_**. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. -**_Dispel Magic._** Spells and magical effects such as _dispel magic_ have no effect on the sphere. Likewise, the spheres created by different _antimagic field_ spells don’t nullify each other. +**_Dispel Magic_**. Spells and magical effects such as _dispel magic_ have no effect on the sphere. Likewise, the spheres created by different _antimagic field_ spells don’t nullify each other. ##### Antipathy/Sympathy @@ -6625,13 +6625,13 @@ _8th-level enchantment_ This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. -**_Antipathy._** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. +**_Antipathy_**. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. -**_Sympathy._** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. +**_Sympathy_**. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. -**_Ending the Effect._** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. +**_Ending the Effect_**. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. @@ -6671,17 +6671,17 @@ The hand is an object that has AC 20 and hit points equal to your hit point maxi When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. -**_Clenched Fist._** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. +**_Clenched Fist_**. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. -**_Forceful Hand._** The hand attempts to push a creature within 5 feet of it in a direction you choose. +**_Forceful Hand_**. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. -**_Grasping Hand._** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. +**_Grasping Hand_**. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. -**_Interposing Hand._** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. +**_Interposing Hand_**. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. ##### Arcane Lock @@ -6731,9 +6731,9 @@ You place an illusion on a creature or an object you touch so that divination sp When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. -**_False Aura._** You change the way the target appears to spells and magical effects, such as _detect magic_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. +**_False Aura_**. You change the way the target appears to spells and magical effects, such as _detect magic_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. -**_Mask._** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. +**_Mask_**. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. ##### Astral Projection @@ -6814,7 +6814,7 @@ _1st-level enchantment_ Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Banishment @@ -6834,7 +6834,7 @@ If the target is native to the plane of existence you’re on, you banish the ta If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. ##### Barkskin @@ -6885,7 +6885,7 @@ You touch a creature, and that creature must succeed on a Wisdom saving throw or A _remove curse_ spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. -**_At Higher Levels._** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. +**_At Higher Levels_**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. ##### Black Tentacles @@ -6935,7 +6935,7 @@ _1st-level enchantment_ You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Blight @@ -6955,7 +6955,7 @@ If you target a plant creature or a magical plant, it makes the saving throw wit If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ##### Blindness/Deafness @@ -6971,7 +6971,7 @@ _2nd-level necromancy_ You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Blink @@ -7019,7 +7019,7 @@ As you hold your hands with thumbs touching and fingers spread, a thin sheet of The fire ignites any flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ### Spells (C) @@ -7041,7 +7041,7 @@ When you cast the spell, choose a point you can see within range. A bolt of ligh If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. ##### Calm Emotions @@ -7077,7 +7077,7 @@ You create a bolt of lightning that arcs toward a target of your choice that you A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. ##### Charm Person @@ -7093,7 +7093,7 @@ _1st-level enchantment_ You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ##### Chill Touch @@ -7127,7 +7127,7 @@ _6th-level necromancy_ A sphere of negative energy ripples out in a 60-foot* radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. ##### Clairvoyance @@ -7183,7 +7183,7 @@ When a creature enters the spell’s area for the first time on a turn or starts The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ##### Color Spray @@ -7201,7 +7201,7 @@ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; t Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. ##### Command @@ -7219,19 +7219,19 @@ You speak a one-word command to a creature you can see within range. The target Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. -**_Approach._** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. +**_Approach_**. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. -**_Drop._** The target drops whatever it is holding and then ends its turn. +**_Drop_**. The target drops whatever it is holding and then ends its turn. -**_Flee._** The target spends its turn moving away from you by the fastest available means. +**_Flee_**. The target spends its turn moving away from you by the fastest available means. -**_Grovel._** The target falls prone and then ends its turn. +**_Grovel_**. The target falls prone and then ends its turn. -**_Halt._** The target doesn’t move and takes no actions. +**_Halt_**. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ##### Commune @@ -7307,7 +7307,7 @@ A blast of cold air erupts from your hands. Each creature in a 60-foot cone must A creature killed by this spell becomes a frozen statue until it thaws. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ##### Confusion @@ -7334,7 +7334,7 @@ An affected target can’t take reactions and must roll a d10 at the start of ea At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. ##### Conjure Animals @@ -7359,7 +7359,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. ##### Conjure Celestial @@ -7379,7 +7379,7 @@ The celestial is friendly to you and your companions for the duration. Roll init The GM has the celestial’s statistics. -**_At Higher Levels._** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. +**_At Higher Levels_**. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. ##### Conjure Elemental @@ -7401,7 +7401,7 @@ If your concentration is broken, the elemental doesn’t disappear. Instead, you The GM has the elemental’s statistics. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. ##### Conjure Fey @@ -7420,7 +7420,7 @@ If your concentration is broken, the fey creature doesn’t disappear. Instead, The GM has the fey creature’s statistics. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. ##### Conjure Minor Elementals @@ -7445,7 +7445,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. ##### Conjure Woodland Beings @@ -7472,7 +7472,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. ##### Contact Other Plane @@ -7508,17 +7508,17 @@ At the end of each of the target’s turns, it must make a Constitution saving t Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. -**_Blinding Sickness._** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. +**_Blinding Sickness_**. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. -**_Filth Fever._** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. +**_Filth Fever_**. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. -**_Flesh Rot._** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. +**_Flesh Rot_**. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. -**_Mindfire._** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the _confusion_ spell during combat. +**_Mindfire_**. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the _confusion_ spell during combat. -**_Seizure._** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. +**_Seizure_**. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. -**_Slimy Doom._** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. +**_Slimy Doom_**. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. ##### Contingency @@ -7566,17 +7566,17 @@ _4th-level transmutation_ Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. -**_Flood._** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. +**_Flood_**. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. -**_Part Water._** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. +**_Part Water_**. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. -**_Redirect Flow._** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. +**_Redirect Flow_**. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. -**_Whirlpool._** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. +**_Whirlpool_**. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. @@ -7659,11 +7659,11 @@ _1st-level transmutation_ You either create or destroy water. -**_Create Water._** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. +**_Create Water_**. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. -**_Destroy Water._** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. +**_Destroy Water_**. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. ##### Create Undead @@ -7683,7 +7683,7 @@ As a bonus action on each of your turns, you can mentally command any creature y The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. -**_At Higher Levels._** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. +**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. ##### Creation @@ -7711,7 +7711,7 @@ The duration depends on the object’s material. If the object is composed of mu Using any material created by this spell as another spell’s material component causes that spell to fail. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. ##### Cure Wounds @@ -7727,7 +7727,7 @@ _1st-level evocation_ A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. ### Spells (D) @@ -7835,7 +7835,7 @@ If the glowing bead is touched before the interval has expired, the creature tou The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. ##### Demiplane @@ -7981,7 +7981,7 @@ A disintegrated creature and everything it is wearing and carrying, except magic This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot* cube portion of it. A magic item is unaffected by this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. ##### Dispel Evil and Good @@ -7999,9 +7999,9 @@ Shimmering energy surrounds and protects you from fey, undead, and creatures ori You can end the spell early by using either of the following special functions. -**_Break Enchantment._** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. +**_Break Enchantment_**. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. -**_Dismissal._** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. +**_Dismissal_**. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. ##### Dispel Magic @@ -8017,7 +8017,7 @@ _3rd-level abjuration_ Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ##### Divination @@ -8090,7 +8090,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. ##### Dominate Monster @@ -8112,7 +8112,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. ##### Dominate Person @@ -8134,7 +8134,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. ##### Dream @@ -8180,11 +8180,11 @@ When you cast this spell and at the end of each turn you spend concentrating on This spell can have additional effects depending on the terrain in the area, as determined by the GM. -**_Fissures._** Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. +**_Fissures_**. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). -**_Structures._** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. +**_Structures_**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. ##### Enhance Ability @@ -8200,19 +8200,19 @@ _2nd-level transmutation_ You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. -**_Bear’s Endurance._** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. +**_Bear’s Endurance_**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. -**_Bull’s Strength._** The target has advantage on Strength checks, and his or her carrying capacity doubles. +**_Bull’s Strength_**. The target has advantage on Strength checks, and his or her carrying capacity doubles. -**_Cat’s Grace._** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. +**_Cat’s Grace_**. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. -**_Eagle’s Splendor._** The target has advantage on Charisma checks. +**_Eagle’s Splendor_**. The target has advantage on Charisma checks. -**_Fox’s Cunning._** The target has advantage on Intelligence checks. +**_Fox’s Cunning_**. The target has advantage on Intelligence checks. -**_Owl’s Wisdom._** The target has advantage on Wisdom checks. +**_Owl’s Wisdom_**. The target has advantage on Wisdom checks. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Enlarge/Reduce @@ -8230,9 +8230,9 @@ You cause a creature or an object you can see within range to grow larger or sma If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. -**_Enlarge._** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category— from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. +**_Enlarge_**. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category— from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. -**_Reduce._** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). +**_Reduce_**. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). ##### Entangle @@ -8288,7 +8288,7 @@ When the spell ends, you immediately return to the plane you originated from in This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. -**_At Higher Levels._** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. +**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. ##### Expeditious Retreat @@ -8318,11 +8318,11 @@ _6th-level necromancy_ For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of _eyebite_. -**_Asleep._** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. +**_Asleep_**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. -**_Panicked._** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. +**_Panicked_**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. -**_Sickened._** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. +**_Sickened_**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. ### Spells (F) @@ -8392,7 +8392,7 @@ _1st-level necromancy_ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. ##### Fear @@ -8532,7 +8532,7 @@ A bright streak flashes from your pointing finger to a point you choose within r The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ##### Fire Shield @@ -8586,7 +8586,7 @@ You can use your action to make a melee spell attack with the fiery blade. On a The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. ##### Flame Strike @@ -8602,7 +8602,7 @@ _5th-level evocation_ A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ##### Flaming Sphere @@ -8622,7 +8622,7 @@ As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ##### Flesh to Stone @@ -8676,7 +8676,7 @@ _3rd-level transmutation_ You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. ##### Fog Cloud @@ -8692,7 +8692,7 @@ _1st-level conjuration_ You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. ##### Forbiddance @@ -8788,7 +8788,7 @@ If the globe strikes a body of water or a liquid that is principally water (not You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. ### Spells (G) @@ -8848,7 +8848,7 @@ You can issue any command you choose, short of an activity that would result in You can end the spell early by using an action to dismiss it. A _remove curse_, _greater restoration_, or _wish_ spell also ends it. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. ##### Gentle Repose @@ -8916,7 +8916,7 @@ An immobile, faintly shimmering barrier springs into existence in a 10-foot radi Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. ##### Glyph of Warding @@ -8940,11 +8940,11 @@ You can further refine the trigger so the spell activates only under certain cir When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_. -**_Explosive Runes._** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. +**_Explosive Runes_**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. -**_Spell Glyph._** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. +**_Spell Glyph_**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage of an _explosive runes_ glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage of an _explosive runes_ glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_. ##### Grease @@ -9013,13 +9013,13 @@ When you cast this spell, you can specify individuals that are unaffected by any *Guards and wards* creates the following effects within the warded area. -**_Corridors._** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. +**_Corridors_**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. -**_Doors._** All doors in the warded area are magically locked, as if sealed by an _arcane lock_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _minor illusion_ spell) to make them appear as plain sections of wall. +**_Doors_**. All doors in the warded area are magically locked, as if sealed by an _arcane lock_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _minor illusion_ spell) to make them appear as plain sections of wall. -**_Stairs._** Webs fill all stairs in the warded area from top to bottom, as the _web_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts. +**_Stairs_**. Webs fill all stairs in the warded area from top to bottom, as the _web_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts. -**_Other Spell Effect._** You can place your choice of one of the following magical effects within the warded area of the stronghold. +**_Other Spell Effect_**. You can place your choice of one of the following magical effects within the warded area of the stronghold. * Place _dancing lights_ in four corridors. You can designate a simple program that the lights repeat as long as _guards and wards_ lasts. * Place _magic mouth_ in two locations. * Place _stinking cloud_ in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while _guards and wards_ lasts. @@ -9058,7 +9058,7 @@ _1st-level evocation_ A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ##### Gust of Wind @@ -9100,25 +9100,25 @@ First, celestials, elementals, fey, fiends, and undead can’t enter the area, n Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. -**_Courage._** Affected creatures can’t be frightened while in the area. +**_Courage_**. Affected creatures can’t be frightened while in the area. -**_Darkness._** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. +**_Darkness_**. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. -**_Daylight._** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. +**_Daylight_**. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. -**_Energy Protection._** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. +**_Energy Protection_**. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. -**_Energy Vulnerability._** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. +**_Energy Vulnerability_**. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. -**_Everlasting Rest._** Dead bodies interred in the area can’t be turned into undead. +**_Everlasting Rest_**. Dead bodies interred in the area can’t be turned into undead. -**_Extradimensional Interference._** Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. +**_Extradimensional Interference_**. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. -**_Fear._** Affected creatures are frightened while in the area. +**_Fear_**. Affected creatures are frightened while in the area. -**_Silence._** No sound can emanate from within the area, and no sound can reach into it. +**_Silence_**. No sound can emanate from within the area, and no sound can reach into it. -**_Tongues._** Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. +**_Tongues_**. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. ##### Hallucinatory Terrain @@ -9180,7 +9180,7 @@ _6th-level evocation_ Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. ##### Healing Word @@ -9196,7 +9196,7 @@ _1st-level evocation_ A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. ##### Heat Metal @@ -9214,7 +9214,7 @@ Choose a manufactured metal object, such as a metal weapon or a suit of heavy or If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ##### Heroes’ Feast @@ -9246,7 +9246,7 @@ _1st-level enchantment_ A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Hideous Laughter @@ -9278,7 +9278,7 @@ _5th-level enchantment_ Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ##### Hold Person @@ -9294,7 +9294,7 @@ _2nd-level enchantment_ Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ##### Holy Aura @@ -9344,7 +9344,7 @@ A hail of rock-hard ice pounds to the ground in a 20* foot-radius, 40-foot-high Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. ##### Identify @@ -9398,25 +9398,25 @@ You create a magical restraint to hold a creature that you can see within range. When you cast the spell, you choose one of the following forms of imprisonment. -**_Burial._** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. +**_Burial_**. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. -**_Chaining._** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. +**_Chaining_**. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. -**_Hedged Prison._** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. +**_Hedged Prison_**. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. -**_Minimus Containment._** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. +**_Minimus Containment_**. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. -**_Slumber._** The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. +**_Slumber_**. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. -**_Ending the Spell._** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. +**_Ending the Spell_**. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A _dispel magic_ spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. @@ -9454,7 +9454,7 @@ _1st-level necromancy_ Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ##### Insect Plague @@ -9472,7 +9472,7 @@ Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you ch When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. ##### Instant Summons @@ -9508,7 +9508,7 @@ _2nd-level illusion_ A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Irresistible Dance @@ -9646,7 +9646,7 @@ A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out fr The lightning ignites flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ##### Locate Animals or Plants @@ -9712,7 +9712,7 @@ _1st-level transmutation_ You touch a creature. The target’s speed increases by 10 feet until the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ### Spells (M) @@ -9770,7 +9770,7 @@ Choose one or more of the following types of creatures: celestials, elementals, When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. ##### Magic Jar @@ -9812,7 +9812,7 @@ _1st-level evocation_ You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. ##### Magic Mouth @@ -9846,7 +9846,7 @@ _2nd-level transmutation_ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. ##### Magnificent Mansion @@ -9884,7 +9884,7 @@ As long as you are within range of the illusion, you can use your action to caus Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. ##### Mass Cure Wounds @@ -9900,7 +9900,7 @@ _5th-level evocation_ A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. ##### Mass Heal @@ -9930,7 +9930,7 @@ _3rd-level evocation_ As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. ##### Mass Suggestion @@ -9952,7 +9952,7 @@ You can also specify conditions that will trigger a special activity during the If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. -**_At Higher Levels._** When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. +**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. ##### Maze @@ -10168,7 +10168,7 @@ A modified memory doesn’t necessarily affect how a creature behaves, particula A _remove curse_ or _greater restoration_ spell cast on the target restores the creature’s true memory. -**_At Higher Levels._** If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). +**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). ##### Moonbeam @@ -10190,7 +10190,7 @@ A shapechanger makes its saving throw with disadvantage. If it fails, it also in On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. ##### Move Earth @@ -10278,7 +10278,7 @@ _4th-level illusion_ You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. ##### Phantom Steed @@ -10336,7 +10336,7 @@ With this spell, you attempt to bind a celestial, an elemental, a fey, or a fien A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th* level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. +**_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th* level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. ##### Plane Shift @@ -10442,7 +10442,7 @@ _2nd-level evocation_ Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. ##### Prestidigitation @@ -10481,14 +10481,14 @@ _7th-level evocation_ Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. -1. **_Red._** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -2. **_Orange._** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -3. **_Yellow._** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -4. **_Green._** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -5. **_Blue._** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -6. **_Indigo._** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. -7. **_Violet._** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -8. **_Special._** The target is struck by two rays. Roll twice more, rerolling any 8. +1. **_Red_**. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. +2. **_Orange_**. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. +3. **_Yellow_**. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +4. **_Green_**. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. +5. **_Blue_**. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. +6. **_Indigo_**. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. +7. **_Violet_**. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) +8. **_Special_**. The target is struck by two rays. Roll twice more, rerolling any 8. ##### Prismatic Wall @@ -10510,13 +10510,13 @@ The wall consists of seven layers, each with a different color. When a creature The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A _rod of cancellation_ destroys a _prismatic wall_, but an _antimagic field_ has no effect on it. -1. **_Red._** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -2. **_Orange._** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. -3. **_Yellow._** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -4. **_Green._** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _passwall_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -5. **_Blue._** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -6. **_Indigo._** On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a _daylight_ spell or a similar spell of equal or higher level. -7. **_Violet._** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _dispel magic_ spell or a similar spell of equal or higher level that can end spells and magical effects. +1. **_Red_**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. +2. **_Orange_**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. +3. **_Yellow_**. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. +4. **_Green_**. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _passwall_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. +5. **_Blue_**. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. +6. **_Indigo_**. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a _daylight_ spell or a similar spell of equal or higher level. +7. **_Violet_**. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _dispel magic_ spell or a similar spell of equal or higher level that can end spells and magical effects. ##### Private Sanctum @@ -10541,7 +10541,7 @@ When you cast the spell, you decide what sort of security the spell provides, ch * Nothing can teleport into or out of the warded area. * Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. ##### Produce Flame @@ -10944,7 +10944,7 @@ You create three rays of fire and hurl them at targets within range. You can hur Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. ##### Scrying @@ -11104,7 +11104,7 @@ A sudden loud ringing noise, painfully intense, erupts from a point of your choi A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ##### Shield @@ -11234,7 +11234,7 @@ Starting with the creature that has the lowest current hit points, each creature Undead and creatures immune to being charmed aren’t affected by this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ##### Sleet Storm @@ -11372,7 +11372,7 @@ You call forth spirits to protect you. They flit around you to a distance of 15 When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ##### Spiritual Weapon @@ -11392,7 +11392,7 @@ As a bonus action on your turn, you can move the weapon up to 20 feet and repeat The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. ##### Stinking Cloud @@ -11456,13 +11456,13 @@ A churning storm cloud forms, centered on a point you can see and spreading to a Each round you maintain concentration on this spell, the storm produces additional effects on your turn. -**_Round 2._** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. +**_Round 2_**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. -**_Round 3._** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +**_Round 3_**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -**_Round 4._** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. +**_Round 4_**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. -**_Round 5–10._** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. +**_Round 5–10_**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. ##### Suggestion @@ -11542,21 +11542,21 @@ You can further refine the trigger so the spell is activated only under certain When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. -**_Death._** Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. +**_Death_**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. -**_Discord._** Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. +**_Discord_**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. -**_Fear._** Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. +**_Fear_**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. -**_Hopelessness._** Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. +**_Hopelessness_**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. -**_Insanity._** Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. +**_Insanity_**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. -**_Pain._** Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. +**_Pain_**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. -**_Sleep._** Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. +**_Sleep_**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. -**_Stunning._** Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. +**_Stunning_**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. ### Spells (T) @@ -11574,11 +11574,11 @@ _5th-level transmutation_ You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. -**_Creature._** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. +**_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. -**_Object._** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. +**_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. @@ -11626,19 +11626,19 @@ The destination you choose must be known to you, and it must be on the same plan | Description | 01–43 | 44–53 | 54–73 | 74–100 | | False destination | 01–50 | 51–100 | — | — | -**_Familiarity._** “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. +**_Familiarity_**. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. -**_On Target._** You and your group (or the target object) appear where you want to. +**_On Target_**. You and your group (or the target object) appear where you want to. -**_Off Target._** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. +**_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. -**_Similar Area._** You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. +**_Similar Area_**. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. -**_Mishap._** The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). +**_Mishap_**. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). ##### Teleportation Circle @@ -11695,7 +11695,7 @@ A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ##### Time Stop @@ -11791,7 +11791,7 @@ Choose one creature or nonmagical object that you can see within range. You tran This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. -**_Creature into Creature._** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. +**_Creature into Creature_**. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. @@ -11799,11 +11799,11 @@ The creature is limited in the actions it can perform by the nature of its new f The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. -**_Object into Creature._** You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. +**_Object into Creature_**. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. -**_Creature into Object._** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. +**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. ##### True Resurrection @@ -11887,7 +11887,7 @@ _3rd-level necromancy_ The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ### Spells (W) @@ -11909,7 +11909,7 @@ When the wall appears, each creature within its area must make a Dexterity savin One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ##### Wall of Force @@ -11945,7 +11945,7 @@ If the wall cuts through a creature’s space when it appears, the creature with The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. ##### Wall of Stone @@ -11989,7 +11989,7 @@ When the wall appears, each creature within its area must make a Dexterity savin A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. ##### Warding Bond @@ -12416,9 +12416,9 @@ When adventurers travel into other planes of existence, they are undertaking a l Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. -**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. +**_Spells_**. A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. -**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). +**_Portals_**. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). #### Transitive Planes @@ -14959,7 +14959,7 @@ While you wear these light shoes, you can move up, down, and across vertical sur _Wondrous item, legendary_ -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces. +This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness_. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell. @@ -16176,7 +16176,7 @@ _Medium construct, unaligned_ **Challenge** 1 (200 XP) -**_Antimagic Susceptibility_**. The armor is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the armor must succeed on a +**_Antimagic Susceptibility_**. The armor is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. @@ -16214,7 +16214,7 @@ _Small construct, unaligned_ **Challenge** 1/4 (50 XP) -**_Antimagic Susceptibility_**. The sword is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. +**_Antimagic Susceptibility_**. The sword is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. **_False Appearance_**. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword. @@ -16246,7 +16246,7 @@ _Large construct, unaligned_ **Challenge** 2 (450 XP) -**_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. +**_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. **_Damage Transfer_**. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. @@ -23749,13 +23749,13 @@ While it has 0 hit points in mist form, it can’t revert to its vampire form, a **_Vampire Weaknesses_**. The vampire has the following flaws: -_Forbiddance._ The vampire can’t enter a residence without an invitation from one of the occupants. +_Forbiddance_. The vampire can’t enter a residence without an invitation from one of the occupants. -_Harmed by Running Water._ The vampire takes 20 acid damage if it ends its turn in running water. +_Harmed by Running Water_. The vampire takes 20 acid damage if it ends its turn in running water. -_Stake to the Heart._ If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. +_Stake to the Heart_. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. -_Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. +_Sunlight Hypersensitivity_. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. **Actions** @@ -23813,13 +23813,13 @@ _Medium undead, neutral evil_ **_Vampire Weaknesses_**. The vampire has the following flaws: -_Forbiddance._ The vampire can’t enter a residence without an invitation from one of the occupants. +_Forbiddance_. The vampire can’t enter a residence without an invitation from one of the occupants. -_Harmed by Running Water._ The vampire takes 20 acid damage when it ends its turn in running water. +_Harmed by Running Water_. The vampire takes 20 acid damage when it ends its turn in running water. -_Stake to the Heart._ The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. +_Stake to the Heart_. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. -_Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. +_Sunlight Hypersensitivity_. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. **Actions** @@ -26583,11 +26583,11 @@ Different kinds of insects can gather in swarms, and each swarm has the special **_Swarm of Spiders_**. A swarm of spiders has the following additional traits. -_Spider Climb._ The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. +_Spider Climb_. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -_Web Sense._ While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. +_Web Sense_. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. -_Web Walker._ The swarm ignores movement restrictions caused by webbing. +_Web Walker_. The swarm ignores movement restrictions caused by webbing. **_Swarm of Wasps_**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. diff --git a/pages/05.races/default.md b/pages/05.races/default.md index 5b07b26..3461514 100644 --- a/pages/05.races/default.md +++ b/pages/05.races/default.md @@ -42,35 +42,35 @@ Some races have subraces. Members of a subrace have the traits of the parent rac Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. -**_Ability Score Increase._** Your Constitution score increases by 2. +**_Ability Score Increase_**. Your Constitution score increases by 2. -**_Age._** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. +**_Age_**. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. -**_Alignment._** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. +**_Alignment_**. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. -**_Size._** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. +**_Size_**. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. -**_Speed._** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. +**_Speed_**. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. -**_Darkvision._** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Dwarven Resilience._** You have advantage on saving throws against poison, and you have resistance against poison damage. +**_Dwarven Resilience_**. You have advantage on saving throws against poison, and you have resistance against poison damage. -**_Dwarven Combat Training._** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. +**_Dwarven Combat Training_**. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. -**_Tool Proficiency._** You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. +**_Tool Proficiency_**. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. -**_Stonecunning._** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. +**_Stonecunning_**. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. -**_Languages._** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. +**_Languages_**. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. #### Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. -**_Ability Score Increase._** Your Wisdom score increases by 1. +**_Ability Score Increase_**. Your Wisdom score increases by 1. -**_Dwarven Toughness._** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. +**_Dwarven Toughness_**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ### Elf @@ -78,39 +78,39 @@ As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. -**_Ability Score Increase._** Your Dexterity score increases by 2. +**_Ability Score Increase_**. Your Dexterity score increases by 2. -**_Age._** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. +**_Age_**. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. -**_Alignment._** Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. +**_Alignment_**. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. -**_Size._** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. +**_Size_**. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Keen Senses._** You have proficiency in the Perception skill. +**_Keen Senses_**. You have proficiency in the Perception skill. -**_Fey Ancestry._** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. +**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. -**_Trance._** Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. +**_Trance_**. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. -**_Languages._** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. +**_Languages_**. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. #### High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. -**_Ability Score Increase._** Your Intelligence score increases by 1. +**_Ability Score Increase_**. Your Intelligence score increases by 1. -**_Elf Weapon Training._** You have proficiency with the longsword, shortsword, shortbow, and longbow. +**_Elf Weapon Training_**. You have proficiency with the longsword, shortsword, shortbow, and longbow. -**_Cantrip._** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. +**_Cantrip_**. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. -**_Extra Language._** You can speak, read, and write one extra language of your choice. +**_Extra Language_**. You can speak, read, and write one extra language of your choice. ### Halfling @@ -118,23 +118,23 @@ As a high elf, you have a keen mind and a mastery of at least the basics of magi Your halfling character has a number of traits in common with all other halflings. -**_Ability Score Increase._** Your Dexterity score increases by 2. +**_Ability Score Increase_**. Your Dexterity score increases by 2. -**_Age._** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. +**_Age_**. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. -**_Alignment._** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. +**_Alignment_**. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. -**_Size._** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. +**_Size_**. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. -**_Speed._** Your base walking speed is 25 feet. +**_Speed_**. Your base walking speed is 25 feet. -**_Lucky._** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. +**_Lucky_**. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. -**_Brave._** You have advantage on saving throws against being frightened. +**_Brave_**. You have advantage on saving throws against being frightened. -**_Halfling Nimbleness._** You can move through the space of any creature that is of a size larger than yours. +**_Halfling Nimbleness_**. You can move through the space of any creature that is of a size larger than yours. -**_Languages._** You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. +**_Languages_**. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. #### Lightfoot @@ -142,9 +142,9 @@ As a lightfoot halfling, you can easily hide from notice, even using other peopl Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. -**_Ability Score Increase._** Your Charisma score increases by 1. +**_Ability Score Increase_**. Your Charisma score increases by 1. -**_Naturally Stealthy._** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. +**_Naturally Stealthy_**. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ### Human @@ -152,15 +152,15 @@ Lightfoots are more prone to wanderlust than other halflings, and often dwell al It’s hard to make generalizations about humans, but your human character has these traits. -**_Ability Score Increase._** Your ability scores each increase by 1. +**_Ability Score Increase_**. Your ability scores each increase by 1. -**_Age._** Humans reach adulthood in their late teens and live less than a century. +**_Age_**. Humans reach adulthood in their late teens and live less than a century. -**_Alignment._** Humans tend toward no particular alignment. The best and the worst are found among them. +**_Alignment_**. Humans tend toward no particular alignment. The best and the worst are found among them. -**_Size._** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. +**_Size_**. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. -**_Speed._** Your base walking speed is 30 feet. **_Languages._** You can speak, read, and write Common and one extra language of your choice. +**_Speed_**. Your base walking speed is 30 feet. **_Languages_**. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. @@ -170,42 +170,42 @@ Humans typically learn the languages of other peoples they deal with, including Your draconic heritage manifests in a variety of traits you share with other dragonborn. -**_Ability Score Increase._** Your Strength score increases by 2, and your Charisma score increases by 1. +**_Ability Score Increase_**. Your Strength score increases by 2, and your Charisma score increases by 1. -**_Age._** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. +**_Age_**. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. -**_Alignment._** Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. +**_Alignment_**. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. -**_Size._** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. +**_Size_**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. **Draconic Ancestry (table)** -| Dragon | Damage Type | Breath Weapon | -|--------------|-------------------|------------------------------| -| Black | Acid | 5 by 30 ft. line (Dex. save) | -| Blue | Lightning | 5 by 30 ft. line (Dex. save) | -| Brass | Fire | 5 by 30 ft. line (Dex. save) | -| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | -| Copper | Acid | 5 by 30 ft. line (Dex. save) | -| Gold | Fire | 15 ft. cone (Dex. save) | -| Green | Poison | 15 ft. cone (Con. save) | -| Red | Fire | 15 ft. cone (Dex. save) | -| Silver | Cold | 15 ft. cone (Con. save) | -| White | Cold | 15 ft. cone (Con. save) | +| Dragon | Damage Type | Breath Weapon | +| ------ | ----------- | ---------------------------- | +| Black | Acid | 5 by 30 ft. line (Dex. save) | +| Blue | Lightning | 5 by 30 ft. line (Dex. save) | +| Brass | Fire | 5 by 30 ft. line (Dex. save) | +| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | +| Copper | Acid | 5 by 30 ft. line (Dex. save) | +| Gold | Fire | 15 ft. cone (Dex. save) | +| Green | Poison | 15 ft. cone (Con. save) | +| Red | Fire | 15 ft. cone (Dex. save) | +| Silver | Cold | 15 ft. cone (Con. save) | +| White | Cold | 15 ft. cone (Con. save) | -**_Draconic Ancestry._** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. +**_Draconic Ancestry_**. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. -**_Breath Weapon._** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. +**_Breath Weapon_**. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. -**_Damage Resistance._** You have resistance to the damage type associated with your draconic ancestry. +**_Damage Resistance_**. You have resistance to the damage type associated with your draconic ancestry. -**_Languages._** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. +**_Languages_**. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ### Gnome @@ -213,37 +213,37 @@ After you use your breath weapon, you can’t use it again until you complete a Your gnome character has certain characteristics in common with all other gnomes. -**_Ability Score Increase._** Your Intelligence score increases by 2. +**_Ability Score Increase_**. Your Intelligence score increases by 2. -**_Age._** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. +**_Age_**. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. -**_Alignment._** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. +**_Alignment_**. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. -**_Size._** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. +**_Size_**. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. -**_Speed._** Your base walking speed is 25 feet. +**_Speed_**. Your base walking speed is 25 feet. -**_Darkvision._** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Gnome Cunning._** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. +**_Gnome Cunning_**. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. -**_Languages._** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. +**_Languages_**. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. #### Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. -**_Ability Score Increase._** Your Constitution score increases by 1. +**_Ability Score Increase_**. Your Constitution score increases by 1. -**_Artificer’s Lore._** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. +**_Artificer’s Lore_**. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. -**_Tinker._** You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. +**_Tinker_**. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: -* _Clockwork Toy._ This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. -* _Fire Starter._ The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. -* _Music Box._ When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. +* _Clockwork Toy_. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. +* _Fire Starter_. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. +* _Music Box_. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. ### Half-Elf @@ -251,24 +251,24 @@ When you create a device, choose one of the following options: Your half-elf character has some qualities in common with elves and some that are unique to half-elves. -**_Ability Score Increase._** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. +**_Ability Score Increase_**. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. -**_Age._** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. +**_Age_**. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. -**_Alignment._** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for +**_Alignment_**. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. -**_Size._** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. +**_Size_**. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Fey Ancestry._** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. +**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. -**_Skill Versatility._** You gain proficiency in two skills of your choice. +**_Skill Versatility_**. You gain proficiency in two skills of your choice. -**_Languages._** You can speak, read, and write Common, Elvish, and one extra language of your choice. +**_Languages_**. You can speak, read, and write Common, Elvish, and one extra language of your choice. ### Half-Orc @@ -276,25 +276,25 @@ followers. They chafe at rules, resent others’ demands, and sometimes prove un Your half-orc character has certain traits deriving from your orc ancestry. -**_Ability Score Increase._** Your Strength score increases by 2, and your Constitution score increases by 1. +**_Ability Score Increase_**. Your Strength score increases by 2, and your Constitution score increases by 1. -**_Age._** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. +**_Age_**. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. -**_Alignment._** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. +**_Alignment_**. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. -**_Size._** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. +**_Size_**. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Menacing._** You gain proficiency in the Intimidation skill. +**_Menacing_**. You gain proficiency in the Intimidation skill. -**_Relentless Endurance._** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. +**_Relentless Endurance_**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. -**_Savage Attacks._** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. +**_Savage Attacks_**. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. -**_Languages._** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. +**_Languages_**. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. ### Tiefling @@ -302,20 +302,20 @@ Your half-orc character has certain traits deriving from your orc ancestry. Tieflings share certain racial traits as a result of their infernal descent. -**_Ability Score Increase._** Your Intelligence score increases by 1, and your Charisma score increases by 2. +**_Ability Score Increase_**. Your Intelligence score increases by 1, and your Charisma score increases by 2. -**_Age._** Tieflings mature at the same rate as humans but live a few years longer. +**_Age_**. Tieflings mature at the same rate as humans but live a few years longer. -**_Alignment._** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. +**_Alignment_**. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. -**_Size._** Tieflings are about the same size and build as humans. Your size is Medium. +**_Size_**. Tieflings are about the same size and build as humans. Your size is Medium. -**_Speed._** Your base walking speed is 30 feet. +**_Speed_**. Your base walking speed is 30 feet. -**_Darkvision._** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +**_Darkvision_**. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. -**_Hellish Resistance._** You have resistance to fire damage. +**_Hellish Resistance_**. You have resistance to fire damage. -**_Infernal Legacy._** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* 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 *darkness* 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. +**_Infernal Legacy_**. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* 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 *darkness* 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. -**_Languages._** You can speak, read, and write Common and Infernal. +**_Languages_**. You can speak, read, and write Common and Infernal. diff --git a/pages/06.classes/default.md b/pages/06.classes/default.md index 71ba4f2..240b200 100644 --- a/pages/06.classes/default.md +++ b/pages/06.classes/default.md @@ -1337,15 +1337,15 @@ The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. -**_Honesty._** Don’t lie or cheat. Let your word be your promise. +**_Honesty_**. Don’t lie or cheat. Let your word be your promise. -**_Courage._** Never fear to act, though caution is wise. +**_Courage_**. Never fear to act, though caution is wise. -**_Compassion._** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. +**_Compassion_**. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. -**_Honor._** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. +**_Honor_**. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. -**_Duty._** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. +**_Duty_**. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. ###### Oath Spells @@ -1365,11 +1365,11 @@ You gain oath spells at the paladin levels listed. When you take this oath at 3rd level, you gain the following two Channel Divinity options. -**_Sacred Weapon._** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. +**_Sacred Weapon_**. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. -**_Turn the Unholy._** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. +**_Turn the Unholy_**. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. @@ -1586,39 +1586,39 @@ Emulating the Hunter archetype means accepting your place as a bulwark between c At 3rd level, you gain one of the following features of your choice. -**_Colossus Slayer._** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. +**_Colossus Slayer_**. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. -**_Giant Killer._** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. +**_Giant Killer_**. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. -**_Horde Breaker._** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. +**_Horde Breaker_**. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. ###### Defensive Tactics At 7th level, you gain one of the following features of your choice. -**_Escape the Horde._** Opportunity attacks against you are made with disadvantage. +**_Escape the Horde_**. Opportunity attacks against you are made with disadvantage. -**_Multiattack Defense._** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. +**_Multiattack Defense_**. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. -**_Steel Will._** You have advantage on saving throws against being frightened. +**_Steel Will_**. You have advantage on saving throws against being frightened. ###### Multiattack At 11th level, you gain one of the following features of your choice. -**_Volley._** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. +**_Volley_**. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. -**_Whirlwind Attack._** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. +**_Whirlwind Attack_**. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. ###### Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. -**_Evasion._** When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. +**_Evasion_**. When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. -**_Stand Against the Tide._** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. +**_Stand Against the Tide_**. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. -**_Uncanny Dodge._** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. +**_Uncanny Dodge_**. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ### Rogue @@ -1882,7 +1882,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. -**_Creating Spell Slots._** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. +**_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. @@ -1896,7 +1896,7 @@ Any spell slot you create with this feature vanishes when you finish a long rest | 4th | 6 | | 5th | 7 | -**_Converting a Spell Slot to Sorcery Points._** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. +**_Converting a Spell Slot to Sorcery Points_**. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. #### Metamagic @@ -2372,11 +2372,11 @@ Once you use this feature, you can’t use it again until you finish a long rest > > Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. > -> **_Pact of the Chain._** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. +> **_Pact of the Chain_**. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. > -> **_Pact of the Blade._** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. +> **_Pact of the Blade_**. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. > -> **_Pact of the Tome._** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. +> **_Pact of the Tome_**. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. ### Wizard @@ -2543,14 +2543,14 @@ The first time you do so, you suffer no adverse effect. If you use this feature > > The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. > -> **_Copying a Spell into the Book._** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. +> **_Copying a Spell into the Book_**. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. > > Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. > > For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > -> **_Replacing the Book._** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. +> **_Replacing the Book_**. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. > > 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. > -> **_The Book’s Appearance._** 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. +> **_The Book’s Appearance_**. 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. diff --git a/pages/07.beyond/default.md b/pages/07.beyond/default.md index 100f25b..5683356 100644 --- a/pages/07.beyond/default.md +++ b/pages/07.beyond/default.md @@ -123,17 +123,17 @@ If you already have the Unarmored Defense feature, you can’t gain it again fro Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. -**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. +**_Spells Known and Prepared_**. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. -**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. +**_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level. For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects. -**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. +**_Pact Magic_**. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. **Multiclass Spellcaster: Spell Slots per Spell Level (table)** diff --git a/pages/08.equipment/default.md b/pages/08.equipment/default.md index e42f5c3..b9365ca 100644 --- a/pages/08.equipment/default.md +++ b/pages/08.equipment/default.md @@ -30,13 +30,13 @@ A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. -**_Arms, Armor, and Other Equipment._** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. +**_Arms, Armor, and Other Equipment_**. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. -**_Magic Items._** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. +**_Magic Items_**. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. -**_Gems, Jewelry, and Art Objects._** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. +**_Gems, Jewelry, and Art Objects_**. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. -**_Trade Goods._** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. +**_Trade Goods_**. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. ### Armor @@ -44,39 +44,39 @@ Fantasy gaming worlds are a vast tapestry made up of many different cultures, ea The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. -**_Armor Proficiency._** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. +**_Armor Proficiency_**. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. -**_Armor Class (AC)._** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. +**_Armor Class (AC)_**. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. -**_Heavy Armor._** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. +**_Heavy Armor_**. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. -**_Stealth._** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. +**_Stealth_**. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. -**_Shields._** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +**_Shields_**. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. #### Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. -**_Padded._** Padded armor consists of quilted layers of cloth and batting. +**_Padded_**. Padded armor consists of quilted layers of cloth and batting. -**_Leather._** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +**_Leather_**. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -**_Studded Leather._** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +**_Studded Leather_**. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. #### Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. -**_Hide._** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +**_Hide_**. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -**_Chain Shirt._** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +**_Chain Shirt_**. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -**_Scale Mail._** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +**_Scale Mail_**. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -**_Breastplate._** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. +**_Breastplate_**. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. -**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. +**_Half Plate_**. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. #### Heavy Armor @@ -84,13 +84,13 @@ Of all the armor categories, heavy armor offers the best protection. These suits Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. -**_Ring Mail._** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor. +**_Ring Mail_**. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor. -**_Chain Mail._** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +**_Chain Mail_**. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -**_Splint._** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +**_Splint_**. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -**_Plate._** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +**_Plate_**. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. **Armor (table)** @@ -118,9 +118,9 @@ Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, b The time it takes to don or doff armor depends on the armor’s category. -**_Don._** This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. +**_Don_**. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. -**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half. +**_Doff_**. This is the time it takes to take off armor. If you have help, reduce this time by half. **Donning and Doffing Armor (table)** @@ -147,29 +147,29 @@ Proficiency with a weapon allows you to add your proficiency bonus to the attack Many weapons have special properties related to their use, as shown in the Weapons table. -**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. +**_Ammunition_**. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. -**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. +**_Finesse_**. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. -**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. +**_Heavy_**. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. -**_Light._** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. +**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. -**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. +**_Loading_**. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. -**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. +**_Range_**. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. -**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. +**_Reach_**. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. -**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). +**_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). -**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. +**_Thrown_**. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. -**_Two-Handed._** This weapon requires two hands when you attack with it. +**_Two-Handed_**. This weapon requires two hands when you attack with it. -**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. +**_Versatile_**. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. ##### Improvised Weapons @@ -187,9 +187,9 @@ Some monsters that have immunity or resistance to nonmagical weapons are suscept Weapons with special rules are described here. -**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. +**_Lance_**. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. -**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. +**_Net_**. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. @@ -243,83 +243,83 @@ When you use an action, bonus action, or reaction to attack with a net, you can This section describes items that have special rules or require further explanation. -**_Acid._** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. +**_Acid_**. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. -**_Alchemist’s Fire._** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. +**_Alchemist’s Fire_**. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. -**_Antitoxin._** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. +**_Antitoxin_**. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. -**_Arcane Focus._** An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +**_Arcane Focus_**. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -**_Ball Bearings._** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. +**_Ball Bearings_**. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. -**_Block and Tackle._** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. +**_Block and Tackle_**. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. -**_Book._** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). +**_Book_**. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). -**_Caltrops._** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. +**_Caltrops_**. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. -**_Candle._** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. +**_Candle_**. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. -**_Case, Crossbow Bolt._** This wooden case can hold up to twenty crossbow bolts. +**_Case, Crossbow Bolt_**. This wooden case can hold up to twenty crossbow bolts. -**_Case, Map or Scroll._** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. +**_Case, Map or Scroll_**. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. -**_Chain._** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. +**_Chain_**. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. -**_Climber’s Kit._** A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. +**_Climber’s Kit_**. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. -**_Component Pouch._** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). -**_Crowbar._** Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. +**_Component Pouch_**. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). +**_Crowbar_**. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. -**_Druidic Focus._** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. +**_Druidic Focus_**. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. -**_Fishing Tackle._** This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. +**_Fishing Tackle_**. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. -**_Holy Symbol._** A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +**_Holy Symbol_**. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. -**_Holy Water._** As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. +**_Holy Water_**. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. -**_Hunting Trap._** When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. +**_Hunting Trap_**. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. -**_Lamp._** A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +**_Lamp_**. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. -**_Lock._** A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. +**_Lock_**. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. -**_Magnifying Glass._** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. +**_Magnifying Glass_**. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. -**_Manacles._** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. +**_Manacles_**. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. -**_Mess Kit._** This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. +**_Mess Kit_**. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. -**_Oil._** Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. +**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. -**_Poison, Basic._** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. +**_Poison, Basic_**. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. -**_Potion of Healing._** A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. +**_Potion of Healing_**. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. -**_Pouch._** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. +**_Pouch_**. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. -**_Rations._** Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. +**_Rations_**. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. -**_Rope._** Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +**_Rope_**. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. -**_Scale, Merchant’s._** A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. +**_Scale, Merchant’s_**. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. -**_Spellbook._** Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. +**_Spellbook_**. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. -**_Spyglass._** Objects viewed through a spyglass are magnified to twice their size. +**_Spyglass_**. Objects viewed through a spyglass are magnified to twice their size. -**_Tent._** A simple and portable canvas shelter, a tent sleeps two. +**_Tent_**. A simple and portable canvas shelter, a tent sleeps two. -**_Tinderbox._** This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. +**_Tinderbox_**. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. -**_Torch._** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. +**_Torch_**. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. **Adventuring Gear (table)** @@ -453,19 +453,19 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo > > The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. > -> **_Burglar’s Pack (16 gp)._** Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Burglar’s Pack (16 gp)_**. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Diplomat’s Pack (39 gp)._** Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. +> **_Diplomat’s Pack (39 gp)_**. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. > -> **_Dungeoneer’s Pack (12 gp)._** Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Dungeoneer’s Pack (12 gp)_**. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Entertainer’s Pack (40 gp)._** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. +> **_Entertainer’s Pack (40 gp)_**. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. > -> **_Explorer’s Pack (10 gp)._** Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. +> **_Explorer’s Pack (10 gp)_**. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > -> **_Priest’s Pack (19 gp)._** Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. +> **_Priest’s Pack (19 gp)_**. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. > -> **_Scholar’s Pack (40 gp)._** Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. +> **_Scholar’s Pack (40 gp)_**. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. ### Tools @@ -517,23 +517,23 @@ A tool helps you to do something you couldn't otherwise do, such as craft or rep \* See the “Mounts and Vehicles” section. -**_Artisan’s Tools._** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. +**_Artisan’s Tools_**. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. -**_Disguise Kit._** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. +**_Disguise Kit_**. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. -**_Forgery Kit._** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. +**_Forgery Kit_**. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. -**_Gaming Set._** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. +**_Gaming Set_**. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. -**_Herbalism Kit._** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. +**_Herbalism Kit_**. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. -**_Musical Instrument._** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. +**_Musical Instrument_**. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. -**_Navigator’s Tools._** This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. +**_Navigator’s Tools_**. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. -**_Poisoner’s Kit._** A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. +**_Poisoner’s Kit_**. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. -**_Thieves’ Tools._** This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. +**_Thieves’ Tools_**. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. ### Mounts and Vehicles @@ -543,13 +543,13 @@ An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up t Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. -**_Barding._** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +**_Barding_**. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -**_Saddles._** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. +**_Saddles_**. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. -**_Vehicle Proficiency._** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. +**_Vehicle Proficiency_**. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. -**_Rowed Vessels._** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. +**_Rowed Vessels_**. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. **Mounts and Other Animals (table)** @@ -643,19 +643,19 @@ Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle mig | Wealthy | 4 gp | | Aristocratic | 10 gp minimum | -**_Wretched._** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. +**_Wretched_**. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. -**_Squalid._** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. +**_Squalid_**. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. -**_Poor._** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. +**_Poor_**. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. -**_Modest._** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. +**_Modest_**. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. -**_Comfortable._** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. +**_Comfortable_**. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. -**_Wealthy._** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. +**_Wealthy_**. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. -**_Aristocratic._** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. +**_Aristocratic_**. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. > ##### Self-Sufficiency > diff --git a/pages/10.abilities/default.md b/pages/10.abilities/default.md index 6a6fa0d..d089dc2 100644 --- a/pages/10.abilities/default.md +++ b/pages/10.abilities/default.md @@ -194,13 +194,13 @@ Strength measures bodily power, athletic training, and the extent to which you c A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. -**_Athletics._** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: +**_Athletics_**. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: * You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. * You try to jump an unusually long distance or pull off a stunt midjump. * You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. -**_Other Strength Checks._** The GM might also call for a Strength check when you try to accomplish tasks like the following: +**_Other Strength Checks_**. The GM might also call for a Strength check when you try to accomplish tasks like the following: * Force open a stuck, locked, or barred door * Break free of bonds @@ -217,11 +217,11 @@ You add your Strength modifier to your attack roll and your damage roll when att Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. -**_Carrying Capacity._** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. +**_Carrying Capacity_**. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. -**_Push, Drag, or Lift._** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. +**_Push, Drag, or Lift_**. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. -**_Size and Strength._** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. +**_Size and Strength_**. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. ##### Variant: Encumbrance @@ -239,13 +239,13 @@ Dexterity measures agility, reflexes, and balance. A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. -**_Acrobatics._** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. +**_Acrobatics_**. 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 GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. -**_Sleight of Hand._** 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 GM 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. +**_Sleight of Hand_**. 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 GM 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._** 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. +**_Stealth_**. 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. -**_Other Dexterity Checks._** The GM might call for a Dexterity check when you try to accomplish tasks like the following: +**_Other Dexterity Checks_**. The GM might call for a Dexterity check when you try to accomplish tasks like the following: * Control a heavily laden cart on a steep descent * Steer a chariot around a tight turn @@ -278,7 +278,7 @@ At the beginning of every combat, you roll initiative by making a Dexterity chec > >In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. > -> **_Passive Perception._** When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. +> **_Passive Perception_**. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. > > **_What Can You See?**_ One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in chapter 8, “Adventuring.” @@ -312,17 +312,17 @@ Intelligence measures mental acuity, accuracy of recall, and the ability to reas An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. -**_Arcana._** 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. +**_Arcana_**. 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. -**_History._** Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. +**_History_**. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. -**_Investigation._** 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. +**_Investigation_**. 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. -**_Nature._** Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. +**_Nature_**. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. -**_Religion._** 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. +**_Religion_**. 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. -**_Other Intelligence Checks._** The GM might call for an Intelligence check when you try to accomplish tasks like the following: +**_Other Intelligence Checks_**. The GM might call for an Intelligence check when you try to accomplish tasks like the following: * Communicate with a creature without using words * Estimate the value of a precious item @@ -343,19 +343,19 @@ Wisdom reflects how attuned you are to the world around you and represents perce A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. -**_Animal Handling._** 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 GM 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. +**_Animal Handling_**. 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 GM 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. -**_Insight._** 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. +**_Insight_**. 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. -**_Medicine._** A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. +**_Medicine_**. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. -**_Perception._** 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. +**_Perception_**. 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. -**_Survival._** The GM might ask you to make a +**_Survival_**. The GM 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. -**_Other Wisdom Checks._** The GM might call for a +**_Other Wisdom Checks_**. The GM might call for a Wisdom check when you try to accomplish tasks like the following: @@ -374,15 +374,15 @@ Charisma measures your ability to interact effectively with others. It includes A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. -**_Deception._** 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. +**_Deception_**. 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. -**_Intimidation._** When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM 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. +**_Intimidation_**. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM 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. -**_Performance._** Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. +**_Performance_**. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. -**_Persuasion._** When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM 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. +**_Persuasion_**. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM 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. -**_Other Charisma Checks._** The GM might call for a Charisma check when you try to accomplish tasks like the following: +**_Other Charisma Checks_**. The GM might call for a Charisma check when you try to accomplish tasks like the following: * Find the best person to talk to for news, rumors, and gossip * Blend into a crowd to get the sense of key topics of conversation @@ -435,11 +435,11 @@ The following rules determine how far a character or monster can move in a minut While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. -**_Forced March._** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. +**_Forced March_**. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A). -**_Mounts and Vehicles._** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. +**_Mounts and Vehicles_**. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. @@ -471,13 +471,13 @@ While climbing or swimming, each foot of movement costs 1 extra foot (2 extra fe Your Strength determines how far you can jump. -**_Long Jump._** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. +**_Long Jump_**. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. -**_High Jump._** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. +**_High Jump_**. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. diff --git a/pages/12.spellcasting/default.md b/pages/12.spellcasting/default.md index 58f7c3c..ce17d87 100644 --- a/pages/12.spellcasting/default.md +++ b/pages/12.spellcasting/default.md @@ -1232,7 +1232,7 @@ _2nd-level evocation_ A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ##### Acid Splash @@ -1264,7 +1264,7 @@ _2nd-level abjuration_ Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. ##### Alarm @@ -1298,11 +1298,11 @@ _2nd-level transmutation_ You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. -**_Aquatic Adaptation._** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. +**_Aquatic Adaptation_**. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. -**_Change Appearance._** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. +**_Change Appearance_**. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. -**_Natural Weapons._** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. +**_Natural Weapons_**. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. ##### Animal Messenger @@ -1320,7 +1320,7 @@ By means of this spell, you use an animal to deliver a message. Choose a Tiny be When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. -**_At Higher Levels._** If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. +**_At Higher Levels_**. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. ##### Animal Shapes @@ -1358,7 +1358,7 @@ On each of your turns, you can use a bonus action to mentally command any creatu The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. ##### Animate Objects @@ -1392,7 +1392,7 @@ An animated object is a construct with AC, hit points, attacks, Strength, and De If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. -**_At Higher Levels._** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. +**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. ##### Antilife Shell @@ -1428,21 +1428,21 @@ A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divor Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. -**_Targeted Effects._** Spells and other magical effects, such as _magic missile_ and _charm person_, that target a creature or an object in the sphere have no effect on that target. +**_Targeted Effects_**. Spells and other magical effects, such as _magic missile_ and _charm person_, that target a creature or an object in the sphere have no effect on that target. -**_Areas of Magic._** The area of another spell or magical effect, such as _fireball_, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _wall of fire_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. +**_Areas of Magic_**. The area of another spell or magical effect, such as _fireball_, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _wall of fire_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. -**_Spells._** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. +**_Spells_**. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. -**_Magic Items._** The properties and powers of magic items are suppressed in the sphere. For example, a _+1 longsword_ in the sphere functions as a nonmagical longsword. +**_Magic Items_**. The properties and powers of magic items are suppressed in the sphere. For example, a _+1 longsword_ in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. -**_Magical Travel._** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere. +**_Magical Travel_**. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere. -**_Creatures and Objects._** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. +**_Creatures and Objects_**. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. -**_Dispel Magic._** Spells and magical effects such as _dispel magic_ have no effect on the sphere. Likewise, the spheres created by different _antimagic field_ spells don’t nullify each other. +**_Dispel Magic_**. Spells and magical effects such as _dispel magic_ have no effect on the sphere. Likewise, the spheres created by different _antimagic field_ spells don’t nullify each other. ##### Antipathy/Sympathy @@ -1458,13 +1458,13 @@ _8th-level enchantment_ This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. -**_Antipathy._** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. +**_Antipathy_**. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. -**_Sympathy._** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. +**_Sympathy_**. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. -**_Ending the Effect._** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. +**_Ending the Effect_**. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. @@ -1504,17 +1504,17 @@ The hand is an object that has AC 20 and hit points equal to your hit point maxi When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. -**_Clenched Fist._** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. +**_Clenched Fist_**. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. -**_Forceful Hand._** The hand attempts to push a creature within 5 feet of it in a direction you choose. +**_Forceful Hand_**. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. -**_Grasping Hand._** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. +**_Grasping Hand_**. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. -**_Interposing Hand._** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. +**_Interposing Hand_**. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. ##### Arcane Lock @@ -1564,9 +1564,9 @@ You place an illusion on a creature or an object you touch so that divination sp When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. -**_False Aura._** You change the way the target appears to spells and magical effects, such as _detect magic_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. +**_False Aura_**. You change the way the target appears to spells and magical effects, such as _detect magic_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. -**_Mask._** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. +**_Mask_**. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. ##### Astral Projection @@ -1647,7 +1647,7 @@ _1st-level enchantment_ Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Banishment @@ -1667,7 +1667,7 @@ If the target is native to the plane of existence you’re on, you banish the ta If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. ##### Barkskin @@ -1718,7 +1718,7 @@ You touch a creature, and that creature must succeed on a Wisdom saving throw or A _remove curse_ spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. -**_At Higher Levels._** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. +**_At Higher Levels_**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. ##### Black Tentacles @@ -1768,7 +1768,7 @@ _1st-level enchantment_ You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Blight @@ -1788,7 +1788,7 @@ If you target a plant creature or a magical plant, it makes the saving throw wit If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ##### Blindness/Deafness @@ -1804,7 +1804,7 @@ _2nd-level necromancy_ You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Blink @@ -1852,7 +1852,7 @@ As you hold your hands with thumbs touching and fingers spread, a thin sheet of The fire ignites any flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ### Spells (C) @@ -1874,7 +1874,7 @@ When you cast the spell, choose a point you can see within range. A bolt of ligh If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. ##### Calm Emotions @@ -1910,7 +1910,7 @@ You create a bolt of lightning that arcs toward a target of your choice that you A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. ##### Charm Person @@ -1926,7 +1926,7 @@ _1st-level enchantment_ You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ##### Chill Touch @@ -1960,7 +1960,7 @@ _6th-level necromancy_ A sphere of negative energy ripples out in a 60-foot* radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. ##### Clairvoyance @@ -2016,7 +2016,7 @@ When a creature enters the spell’s area for the first time on a turn or starts The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ##### Color Spray @@ -2034,7 +2034,7 @@ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; t Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. ##### Command @@ -2052,19 +2052,19 @@ You speak a one-word command to a creature you can see within range. The target Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. -**_Approach._** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. +**_Approach_**. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. -**_Drop._** The target drops whatever it is holding and then ends its turn. +**_Drop_**. The target drops whatever it is holding and then ends its turn. -**_Flee._** The target spends its turn moving away from you by the fastest available means. +**_Flee_**. The target spends its turn moving away from you by the fastest available means. -**_Grovel._** The target falls prone and then ends its turn. +**_Grovel_**. The target falls prone and then ends its turn. -**_Halt._** The target doesn’t move and takes no actions. +**_Halt_**. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ##### Commune @@ -2140,7 +2140,7 @@ A blast of cold air erupts from your hands. Each creature in a 60-foot cone must A creature killed by this spell becomes a frozen statue until it thaws. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ##### Confusion @@ -2167,7 +2167,7 @@ An affected target can’t take reactions and must roll a d10 at the start of ea At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. ##### Conjure Animals @@ -2192,7 +2192,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. ##### Conjure Celestial @@ -2212,7 +2212,7 @@ The celestial is friendly to you and your companions for the duration. Roll init The GM has the celestial’s statistics. -**_At Higher Levels._** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. +**_At Higher Levels_**. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. ##### Conjure Elemental @@ -2234,7 +2234,7 @@ If your concentration is broken, the elemental doesn’t disappear. Instead, you The GM has the elemental’s statistics. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. ##### Conjure Fey @@ -2253,7 +2253,7 @@ If your concentration is broken, the fey creature doesn’t disappear. Instead, The GM has the fey creature’s statistics. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. ##### Conjure Minor Elementals @@ -2278,7 +2278,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. ##### Conjure Woodland Beings @@ -2305,7 +2305,7 @@ The summoned creatures are friendly to you and your companions. Roll initiative The GM has the creatures’ statistics. -**_At Higher Levels._** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. ##### Contact Other Plane @@ -2341,17 +2341,17 @@ At the end of each of the target’s turns, it must make a Constitution saving t Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. -**_Blinding Sickness._** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. +**_Blinding Sickness_**. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. -**_Filth Fever._** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. +**_Filth Fever_**. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. -**_Flesh Rot._** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. +**_Flesh Rot_**. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. -**_Mindfire._** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the _confusion_ spell during combat. +**_Mindfire_**. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the _confusion_ spell during combat. -**_Seizure._** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. +**_Seizure_**. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. -**_Slimy Doom._** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. +**_Slimy Doom_**. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. ##### Contingency @@ -2399,17 +2399,17 @@ _4th-level transmutation_ Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. -**_Flood._** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. +**_Flood_**. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. -**_Part Water._** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. +**_Part Water_**. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. -**_Redirect Flow._** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. +**_Redirect Flow_**. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. -**_Whirlpool._** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. +**_Whirlpool_**. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. @@ -2492,11 +2492,11 @@ _1st-level transmutation_ You either create or destroy water. -**_Create Water._** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. +**_Create Water_**. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. -**_Destroy Water._** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. +**_Destroy Water_**. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. ##### Create Undead @@ -2516,7 +2516,7 @@ As a bonus action on each of your turns, you can mentally command any creature y The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. -**_At Higher Levels._** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. +**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. ##### Creation @@ -2544,7 +2544,7 @@ The duration depends on the object’s material. If the object is composed of mu Using any material created by this spell as another spell’s material component causes that spell to fail. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. ##### Cure Wounds @@ -2560,7 +2560,7 @@ _1st-level evocation_ A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. ### Spells (D) @@ -2668,7 +2668,7 @@ If the glowing bead is touched before the interval has expired, the creature tou The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. ##### Demiplane @@ -2814,7 +2814,7 @@ A disintegrated creature and everything it is wearing and carrying, except magic This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot* cube portion of it. A magic item is unaffected by this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. ##### Dispel Evil and Good @@ -2832,9 +2832,9 @@ Shimmering energy surrounds and protects you from fey, undead, and creatures ori You can end the spell early by using either of the following special functions. -**_Break Enchantment._** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. +**_Break Enchantment_**. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. -**_Dismissal._** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. +**_Dismissal_**. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. ##### Dispel Magic @@ -2850,7 +2850,7 @@ _3rd-level abjuration_ Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ##### Divination @@ -2923,7 +2923,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. ##### Dominate Monster @@ -2945,7 +2945,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. ##### Dominate Person @@ -2967,7 +2967,7 @@ You can use your action to take total and precise control of the target. Until t Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. -**_At Higher Levels._** When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. +**_At Higher Levels_**. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. ##### Dream @@ -3013,11 +3013,11 @@ When you cast this spell and at the end of each turn you spend concentrating on This spell can have additional effects depending on the terrain in the area, as determined by the GM. -**_Fissures._** Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. +**_Fissures_**. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). -**_Structures._** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. +**_Structures_**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. ##### Enhance Ability @@ -3033,19 +3033,19 @@ _2nd-level transmutation_ You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. -**_Bear’s Endurance._** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. +**_Bear’s Endurance_**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. -**_Bull’s Strength._** The target has advantage on Strength checks, and his or her carrying capacity doubles. +**_Bull’s Strength_**. The target has advantage on Strength checks, and his or her carrying capacity doubles. -**_Cat’s Grace._** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. +**_Cat’s Grace_**. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. -**_Eagle’s Splendor._** The target has advantage on Charisma checks. +**_Eagle’s Splendor_**. The target has advantage on Charisma checks. -**_Fox’s Cunning._** The target has advantage on Intelligence checks. +**_Fox’s Cunning_**. The target has advantage on Intelligence checks. -**_Owl’s Wisdom._** The target has advantage on Wisdom checks. +**_Owl’s Wisdom_**. The target has advantage on Wisdom checks. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Enlarge/Reduce @@ -3063,9 +3063,9 @@ You cause a creature or an object you can see within range to grow larger or sma If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. -**_Enlarge._** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category— from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. +**_Enlarge_**. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category— from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. -**_Reduce._** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). +**_Reduce_**. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). ##### Entangle @@ -3121,7 +3121,7 @@ When the spell ends, you immediately return to the plane you originated from in This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. -**_At Higher Levels._** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. +**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. ##### Expeditious Retreat @@ -3151,11 +3151,11 @@ _6th-level necromancy_ For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of _eyebite_. -**_Asleep._** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. +**_Asleep_**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. -**_Panicked._** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. +**_Panicked_**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. -**_Sickened._** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. +**_Sickened_**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. ### Spells (F) @@ -3225,7 +3225,7 @@ _1st-level necromancy_ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. ##### Fear @@ -3365,7 +3365,7 @@ A bright streak flashes from your pointing finger to a point you choose within r The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ##### Fire Shield @@ -3419,7 +3419,7 @@ You can use your action to make a melee spell attack with the fiery blade. On a The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. ##### Flame Strike @@ -3435,7 +3435,7 @@ _5th-level evocation_ A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ##### Flaming Sphere @@ -3455,7 +3455,7 @@ As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ##### Flesh to Stone @@ -3509,7 +3509,7 @@ _3rd-level transmutation_ You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. ##### Fog Cloud @@ -3525,7 +3525,7 @@ _1st-level conjuration_ You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. ##### Forbiddance @@ -3621,7 +3621,7 @@ If the globe strikes a body of water or a liquid that is principally water (not You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. ### Spells (G) @@ -3681,7 +3681,7 @@ You can issue any command you choose, short of an activity that would result in You can end the spell early by using an action to dismiss it. A _remove curse_, _greater restoration_, or _wish_ spell also ends it. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. ##### Gentle Repose @@ -3749,7 +3749,7 @@ An immobile, faintly shimmering barrier springs into existence in a 10-foot radi Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. ##### Glyph of Warding @@ -3773,11 +3773,11 @@ You can further refine the trigger so the spell activates only under certain cir When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_. -**_Explosive Runes._** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. +**_Explosive Runes_**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. -**_Spell Glyph._** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. +**_Spell Glyph_**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage of an _explosive runes_ glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage of an _explosive runes_ glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_. ##### Grease @@ -3846,13 +3846,13 @@ When you cast this spell, you can specify individuals that are unaffected by any *Guards and wards* creates the following effects within the warded area. -**_Corridors._** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. +**_Corridors_**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. -**_Doors._** All doors in the warded area are magically locked, as if sealed by an _arcane lock_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _minor illusion_ spell) to make them appear as plain sections of wall. +**_Doors_**. All doors in the warded area are magically locked, as if sealed by an _arcane lock_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _minor illusion_ spell) to make them appear as plain sections of wall. -**_Stairs._** Webs fill all stairs in the warded area from top to bottom, as the _web_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts. +**_Stairs_**. Webs fill all stairs in the warded area from top to bottom, as the _web_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts. -**_Other Spell Effect._** You can place your choice of one of the following magical effects within the warded area of the stronghold. +**_Other Spell Effect_**. You can place your choice of one of the following magical effects within the warded area of the stronghold. * Place _dancing lights_ in four corridors. You can designate a simple program that the lights repeat as long as _guards and wards_ lasts. * Place _magic mouth_ in two locations. * Place _stinking cloud_ in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while _guards and wards_ lasts. @@ -3891,7 +3891,7 @@ _1st-level evocation_ A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ##### Gust of Wind @@ -3933,25 +3933,25 @@ First, celestials, elementals, fey, fiends, and undead can’t enter the area, n Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. -**_Courage._** Affected creatures can’t be frightened while in the area. +**_Courage_**. Affected creatures can’t be frightened while in the area. -**_Darkness._** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. +**_Darkness_**. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. -**_Daylight._** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. +**_Daylight_**. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. -**_Energy Protection._** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. +**_Energy Protection_**. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. -**_Energy Vulnerability._** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. +**_Energy Vulnerability_**. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. -**_Everlasting Rest._** Dead bodies interred in the area can’t be turned into undead. +**_Everlasting Rest_**. Dead bodies interred in the area can’t be turned into undead. -**_Extradimensional Interference._** Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. +**_Extradimensional Interference_**. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. -**_Fear._** Affected creatures are frightened while in the area. +**_Fear_**. Affected creatures are frightened while in the area. -**_Silence._** No sound can emanate from within the area, and no sound can reach into it. +**_Silence_**. No sound can emanate from within the area, and no sound can reach into it. -**_Tongues._** Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. +**_Tongues_**. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. ##### Hallucinatory Terrain @@ -4013,7 +4013,7 @@ _6th-level evocation_ Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. ##### Healing Word @@ -4029,7 +4029,7 @@ _1st-level evocation_ A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. ##### Heat Metal @@ -4047,7 +4047,7 @@ Choose a manufactured metal object, such as a metal weapon or a suit of heavy or If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ##### Heroes’ Feast @@ -4079,7 +4079,7 @@ _1st-level enchantment_ A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ##### Hideous Laughter @@ -4111,7 +4111,7 @@ _5th-level enchantment_ Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ##### Hold Person @@ -4127,7 +4127,7 @@ _2nd-level enchantment_ Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ##### Holy Aura @@ -4177,7 +4177,7 @@ A hail of rock-hard ice pounds to the ground in a 20* foot-radius, 40-foot-high Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. ##### Identify @@ -4231,25 +4231,25 @@ You create a magical restraint to hold a creature that you can see within range. When you cast the spell, you choose one of the following forms of imprisonment. -**_Burial._** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. +**_Burial_**. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. -**_Chaining._** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. +**_Chaining_**. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. -**_Hedged Prison._** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. +**_Hedged Prison_**. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. -**_Minimus Containment._** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. +**_Minimus Containment_**. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. -**_Slumber._** The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. +**_Slumber_**. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. -**_Ending the Spell._** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. +**_Ending the Spell_**. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A _dispel magic_ spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. @@ -4287,7 +4287,7 @@ _1st-level necromancy_ Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ##### Insect Plague @@ -4305,7 +4305,7 @@ Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you ch When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. ##### Instant Summons @@ -4341,7 +4341,7 @@ _2nd-level illusion_ A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ##### Irresistible Dance @@ -4479,7 +4479,7 @@ A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out fr The lightning ignites flammable objects in the area that aren’t being worn or carried. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ##### Locate Animals or Plants @@ -4545,7 +4545,7 @@ _1st-level transmutation_ You touch a creature. The target’s speed increases by 10 feet until the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ### Spells (M) @@ -4603,7 +4603,7 @@ Choose one or more of the following types of creatures: celestials, elementals, When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. ##### Magic Jar @@ -4645,7 +4645,7 @@ _1st-level evocation_ You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. ##### Magic Mouth @@ -4679,7 +4679,7 @@ _2nd-level transmutation_ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. ##### Magnificent Mansion @@ -4717,7 +4717,7 @@ As long as you are within range of the illusion, you can use your action to caus Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. ##### Mass Cure Wounds @@ -4733,7 +4733,7 @@ _5th-level evocation_ A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. ##### Mass Heal @@ -4763,7 +4763,7 @@ _3rd-level evocation_ As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. ##### Mass Suggestion @@ -4785,7 +4785,7 @@ You can also specify conditions that will trigger a special activity during the If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. -**_At Higher Levels._** When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. +**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. ##### Maze @@ -5001,7 +5001,7 @@ A modified memory doesn’t necessarily affect how a creature behaves, particula A _remove curse_ or _greater restoration_ spell cast on the target restores the creature’s true memory. -**_At Higher Levels._** If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). +**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). ##### Moonbeam @@ -5023,7 +5023,7 @@ A shapechanger makes its saving throw with disadvantage. If it fails, it also in On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. ##### Move Earth @@ -5111,7 +5111,7 @@ _4th-level illusion_ You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. ##### Phantom Steed @@ -5169,7 +5169,7 @@ With this spell, you attempt to bind a celestial, an elemental, a fey, or a fien A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. -**_At Higher Levels._** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th* level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. +**_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th* level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. ##### Plane Shift @@ -5275,7 +5275,7 @@ _2nd-level evocation_ Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. ##### Prestidigitation @@ -5314,14 +5314,14 @@ _7th-level evocation_ Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. -1. **_Red._** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -2. **_Orange._** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -3. **_Yellow._** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -4. **_Green._** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -5. **_Blue._** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -6. **_Indigo._** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. -7. **_Violet._** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -8. **_Special._** The target is struck by two rays. Roll twice more, rerolling any 8. +1. **_Red_**. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. +2. **_Orange_**. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. +3. **_Yellow_**. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +4. **_Green_**. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. +5. **_Blue_**. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. +6. **_Indigo_**. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. +7. **_Violet_**. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) +8. **_Special_**. The target is struck by two rays. Roll twice more, rerolling any 8. ##### Prismatic Wall @@ -5343,13 +5343,13 @@ The wall consists of seven layers, each with a different color. When a creature The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A _rod of cancellation_ destroys a _prismatic wall_, but an _antimagic field_ has no effect on it. -1. **_Red._** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -2. **_Orange._** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. -3. **_Yellow._** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -4. **_Green._** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _passwall_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -5. **_Blue._** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -6. **_Indigo._** On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a _daylight_ spell or a similar spell of equal or higher level. -7. **_Violet._** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _dispel magic_ spell or a similar spell of equal or higher level that can end spells and magical effects. +1. **_Red_**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. +2. **_Orange_**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. +3. **_Yellow_**. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. +4. **_Green_**. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _passwall_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. +5. **_Blue_**. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. +6. **_Indigo_**. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a _daylight_ spell or a similar spell of equal or higher level. +7. **_Violet_**. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _dispel magic_ spell or a similar spell of equal or higher level that can end spells and magical effects. ##### Private Sanctum @@ -5374,7 +5374,7 @@ When you cast the spell, you decide what sort of security the spell provides, ch * Nothing can teleport into or out of the warded area. * Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. ##### Produce Flame @@ -5777,7 +5777,7 @@ You create three rays of fire and hurl them at targets within range. You can hur Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. ##### Scrying @@ -5937,7 +5937,7 @@ A sudden loud ringing noise, painfully intense, erupts from a point of your choi A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ##### Shield @@ -6067,7 +6067,7 @@ Starting with the creature that has the lowest current hit points, each creature Undead and creatures immune to being charmed aren’t affected by this spell. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ##### Sleet Storm @@ -6205,7 +6205,7 @@ You call forth spirits to protect you. They flit around you to a distance of 15 When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ##### Spiritual Weapon @@ -6225,7 +6225,7 @@ As a bonus action on your turn, you can move the weapon up to 20 feet and repeat The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. -**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. ##### Stinking Cloud @@ -6289,13 +6289,13 @@ A churning storm cloud forms, centered on a point you can see and spreading to a Each round you maintain concentration on this spell, the storm produces additional effects on your turn. -**_Round 2._** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. +**_Round 2_**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. -**_Round 3._** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +**_Round 3_**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -**_Round 4._** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. +**_Round 4_**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. -**_Round 5–10._** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. +**_Round 5–10_**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. ##### Suggestion @@ -6375,21 +6375,21 @@ You can further refine the trigger so the spell is activated only under certain When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. -**_Death._** Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. +**_Death_**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. -**_Discord._** Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. +**_Discord_**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. -**_Fear._** Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. +**_Fear_**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. -**_Hopelessness._** Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. +**_Hopelessness_**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. -**_Insanity._** Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. +**_Insanity_**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. -**_Pain._** Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. +**_Pain_**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. -**_Sleep._** Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. +**_Sleep_**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. -**_Stunning._** Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. +**_Stunning_**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. ### Spells (T) @@ -6407,11 +6407,11 @@ _5th-level transmutation_ You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. -**_Creature._** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. +**_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. -**_Object._** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. +**_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. @@ -6459,19 +6459,19 @@ The destination you choose must be known to you, and it must be on the same plan | Description | 01–43 | 44–53 | 54–73 | 74–100 | | False destination | 01–50 | 51–100 | — | — | -**_Familiarity._** “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. +**_Familiarity_**. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. -**_On Target._** You and your group (or the target object) appear where you want to. +**_On Target_**. You and your group (or the target object) appear where you want to. -**_Off Target._** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. +**_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. -**_Similar Area._** You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. +**_Similar Area_**. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. -**_Mishap._** The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). +**_Mishap_**. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). ##### Teleportation Circle @@ -6528,7 +6528,7 @@ A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. -**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ##### Time Stop @@ -6624,7 +6624,7 @@ Choose one creature or nonmagical object that you can see within range. You tran This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. -**_Creature into Creature._** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. +**_Creature into Creature_**. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. @@ -6632,11 +6632,11 @@ The creature is limited in the actions it can perform by the nature of its new f The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. -**_Object into Creature._** You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. +**_Object into Creature_**. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. -**_Creature into Object._** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. +**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. ##### True Resurrection @@ -6720,7 +6720,7 @@ _3rd-level necromancy_ The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. -**_At Higher Levels._** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ### Spells (W) @@ -6742,7 +6742,7 @@ When the wall appears, each creature within its area must make a Dexterity savin One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. -**_At Higher Levels._** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ##### Wall of Force @@ -6778,7 +6778,7 @@ If the wall cuts through a creature’s space when it appears, the creature with The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. ##### Wall of Stone @@ -6822,7 +6822,7 @@ When the wall appears, each creature within its area must make a Dexterity savin A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. -**_At Higher Levels._** When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. +**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. ##### Warding Bond diff --git a/pages/15.planes/default.md b/pages/15.planes/default.md index a1f84bb..a9116d8 100644 --- a/pages/15.planes/default.md +++ b/pages/15.planes/default.md @@ -24,9 +24,9 @@ When adventurers travel into other planes of existence, they are undertaking a l Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. -**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. +**_Spells_**. A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. -**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). +**_Portals_**. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). #### Transitive Planes diff --git a/pages/17.magic/default.md b/pages/17.magic/default.md index 4c7cddd..1d4e531 100644 --- a/pages/17.magic/default.md +++ b/pages/17.magic/default.md @@ -2140,7 +2140,7 @@ While you wear these light shoes, you can move up, down, and across vertical sur _Wondrous item, legendary_ -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces. +This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness_. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell. diff --git a/pages/18.monsters/default.md b/pages/18.monsters/default.md index 33a4834..a2608a3 100644 --- a/pages/18.monsters/default.md +++ b/pages/18.monsters/default.md @@ -610,7 +610,7 @@ _Medium construct, unaligned_ **Challenge** 1 (200 XP) -**_Antimagic Susceptibility_**. The armor is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the armor must succeed on a +**_Antimagic Susceptibility_**. The armor is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. @@ -648,7 +648,7 @@ _Small construct, unaligned_ **Challenge** 1/4 (50 XP) -**_Antimagic Susceptibility_**. The sword is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. +**_Antimagic Susceptibility_**. The sword is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. **_False Appearance_**. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword. @@ -680,7 +680,7 @@ _Large construct, unaligned_ **Challenge** 2 (450 XP) -**_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _antimagic field._ If targeted by _dispel magic_, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. +**_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _antimagic field_. If targeted by _dispel magic_, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. **_Damage Transfer_**. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. @@ -8183,13 +8183,13 @@ While it has 0 hit points in mist form, it can’t revert to its vampire form, a **_Vampire Weaknesses_**. The vampire has the following flaws: -_Forbiddance._ The vampire can’t enter a residence without an invitation from one of the occupants. +_Forbiddance_. The vampire can’t enter a residence without an invitation from one of the occupants. -_Harmed by Running Water._ The vampire takes 20 acid damage if it ends its turn in running water. +_Harmed by Running Water_. The vampire takes 20 acid damage if it ends its turn in running water. -_Stake to the Heart._ If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. +_Stake to the Heart_. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. -_Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. +_Sunlight Hypersensitivity_. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. **Actions** @@ -8247,13 +8247,13 @@ _Medium undead, neutral evil_ **_Vampire Weaknesses_**. The vampire has the following flaws: -_Forbiddance._ The vampire can’t enter a residence without an invitation from one of the occupants. +_Forbiddance_. The vampire can’t enter a residence without an invitation from one of the occupants. -_Harmed by Running Water._ The vampire takes 20 acid damage when it ends its turn in running water. +_Harmed by Running Water_. The vampire takes 20 acid damage when it ends its turn in running water. -_Stake to the Heart._ The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. +_Stake to the Heart_. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. -_Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. +_Sunlight Hypersensitivity_. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. **Actions** diff --git a/pages/19.creatures/default.md b/pages/19.creatures/default.md index ab55f32..d970146 100644 --- a/pages/19.creatures/default.md +++ b/pages/19.creatures/default.md @@ -2493,11 +2493,11 @@ Different kinds of insects can gather in swarms, and each swarm has the special **_Swarm of Spiders_**. A swarm of spiders has the following additional traits. -_Spider Climb._ The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. +_Spider Climb_. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -_Web Sense._ While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. +_Web Sense_. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. -_Web Walker._ The swarm ignores movement restrictions caused by webbing. +_Web Walker_. The swarm ignores movement restrictions caused by webbing. **_Swarm of Wasps_**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.