Markdown Corrections

Technical corrections in the Markdown.
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B.A. Umberger 2019-10-08 01:10:34 -05:00
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@ -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 theyre 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 theyre 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 cant 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 cant 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 artisans tools of your choice: smiths tools, brewers supplies, or masons tools.
**_Tool Proficiency_**. You gain proficiency with the artisans tools of your choice: smiths tools, brewers supplies, or masons 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 cant 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 cant 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 cant put you to sleep.
**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic cant put you to sleep.
**_Trance._** Elves dont 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 dont 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 isnt secret, but halflings are loath to share it with others. They write very little, so they dont 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 isnt secret, but halflings are loath to share it with others. They write very little, so they dont 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
Its 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.
@ -170,20 +170,20 @@ 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) |
@ -195,17 +195,17 @@ 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 cant 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 cant 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 cant 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 cant 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.
**_Artificers 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.
**_Artificers 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 artisans tools (tinkers 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 artisans tools (tinkers 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 songs 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 songs 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 cant 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 cant discern color in darkness, only shades of gray.
**_Fey Ancestry._** You have advantage on saving throws against being charmed, and magic cant put you to sleep.
**_Fey Ancestry_**. You have advantage on saving throws against being charmed, and magic cant 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 cant 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 cant 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 cant 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 cant 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 weapons 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 weapons 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 cant 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 cant 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.

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@ -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._** Dont lie or cheat. Let your word be your promise.
**_Honesty_**. Dont 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 cant willingly move to a space within 30 feet of you. It also cant 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 theres 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 its 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 its 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 weapons 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 weapons 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 Hunters 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 dragons 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 dragons 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 attacks 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 attacks 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 slots 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 slots level.
#### Metamagic
@ -2372,11 +2372,11 @@ Once you use this feature, you cant use it again until you finish a long rest
>
> Each Pact Boon option produces a special creature or an object that reflects your patrons 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 Ones 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 Ones 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 wizards 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 Books 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 Books 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.

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@ -123,17 +123,17 @@ If you already have the Unarmored Defense feature, you cant 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 dont 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 dont 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)**

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@ -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 isnt 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 wont 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 isnt 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 wont 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 armors 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 cant cast spells.
**_Armor Proficiency_**. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armors 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 cant 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 wearers 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 wearers 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 wearers 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 wearers 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 wearers 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 wearers 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 wearers 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 wearers vital organs while leaving the wearer relatively unencumbered.
**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearers 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 wearers 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 doesnt let you add your Dexterity modifier to your Armor Class, but it also doesnt 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 cant 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 cant 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 doesnt let you add your Dexterity modifier to your Armor Class, b
The time it takes to don or doff armor depends on the armors category.
**_Don._** This is the time it takes to put on armor. You benefit from the armors 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 armors 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 weapons 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 weapons 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 weapons normal range in feet, and the second indicates the weapons long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cant attack a target beyond the weapons 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 weapons normal range in feet, and the second indicates the weapons long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cant attack a target beyond the weapons 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 weapons description (see “Special Weapons” later in this section).
**_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapons 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 arent 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 arent mounted.
**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
**_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.
**_Alchemists 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.
**_Alchemists 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 doesnt 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 doesnt 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 creatures walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesnt 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 creatures walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesnt 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.
**_Climbers Kit._** A climbers kit includes special pitons, boot tips, gloves, and a harness. You can use the climbers kit as an action to anchor yourself; when you do, you cant fall more than 25 feet from the point where you anchored yourself, and you cant climb more than 25 feet away from that point without undoing the anchor.
**_Climbers Kit_**. A climbers kit includes special pitons, boot tips, gloves, and a harness. You can use the climbers kit as an action to anchor yourself; when you do, you cant fall more than 25 feet from the point where you anchored yourself, and you cant 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 crowbars 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 crowbars 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.
Healers 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, Merchants._** 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, Merchants_**. 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.
>
> **_Burglars 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.
> **_Burglars 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.
>
> **_Diplomats 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.
> **_Diplomats 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.
>
> **_Dungeoneers 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.
> **_Dungeoneers 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.
>
> **_Entertainers Pack (40 gp)._** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
> **_Entertainers Pack (40 gp)_**. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
>
> **_Explorers 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.
> **_Explorers 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.
>
> **_Priests 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.
> **_Priests 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.
>
> **_Scholars 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.
> **_Scholars 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.
**_Artisans 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 artisans tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisans tools requires a separate proficiency.
**_Artisans 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 artisans tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisans 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.
**_Navigators 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.
**_Navigators 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.
**_Poisoners Kit._** A poisoners 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.
**_Poisoners Kit_**. A poisoners 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 animals 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 animals 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 cant 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 cant 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 dont 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 dont 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
>

View file

@ -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 dont 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 dont 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 creatures 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 creatures 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 youre trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ships 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 youre trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ships 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 persons 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 persons 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, theres a chance someone will notice you even if they arent searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creatures passive Wisdom (Perception) score, which equals 10 + the creatures 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, theres a chance someone will notice you even if they arent searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creatures passive Wisdom (Perception) score, which equals 10 + the creatures 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 someones 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 animals 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 animals 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 someones 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 someones 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 someones 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 someones 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 dont 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 doesnt matter, such as a jump across a stream or chasm. At your GMs option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jumps 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.

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@ -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

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@ -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.

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@ -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 casters 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 casters 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 casters spell save DC or fall unconscious for 1 minute.
**_False Appearance_**. While the sword remains motionless and isnt 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 casters 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 casters 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 cant revert to its vampire form, a
**_Vampire Weaknesses_**. The vampire has the following flaws:
_Forbiddance._ The vampire cant enter a residence without an invitation from one of the occupants.
_Forbiddance_. The vampire cant 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 vampires 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 vampires 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 cant enter a residence without an invitation from one of the occupants.
_Forbiddance_. The vampire cant 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**

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@ -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.