Adjusted Header Sizes
This commit is contained in:
parent
beb1283ca2
commit
791161f43c
9 changed files with 164 additions and 166 deletions
|
@ -4,7 +4,7 @@ title: Customizations
|
||||||
|
|
||||||
[TOC]
|
[TOC]
|
||||||
|
|
||||||
## Multiclassing
|
# Multiclassing
|
||||||
|
|
||||||
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
|
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
|
||||||
|
|
||||||
|
@ -12,7 +12,7 @@ With this rule, you have the option of gaining a level in a new class whenever y
|
||||||
|
|
||||||
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.
|
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.
|
||||||
|
|
||||||
### Prerequisites
|
## Prerequisites
|
||||||
|
|
||||||
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.
|
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.
|
||||||
|
|
||||||
|
@ -34,21 +34,21 @@ To qualify for a new class, you must meet the ability score prerequisites for bo
|
||||||
| Wizard | Intelligence 13 |
|
| Wizard | Intelligence 13 |
|
||||||
| | |
|
| | |
|
||||||
|
|
||||||
### Experience Points
|
## Experience Points
|
||||||
|
|
||||||
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
|
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
|
||||||
|
|
||||||
### Hit Points and Hit Dice
|
## Hit Points and Hit Dice
|
||||||
|
|
||||||
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
|
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
|
||||||
|
|
||||||
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
|
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
|
||||||
|
|
||||||
### Proficiency Bonus
|
## Proficiency Bonus
|
||||||
|
|
||||||
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.
|
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.
|
||||||
|
|
||||||
### Proficiencies
|
## Proficiencies
|
||||||
|
|
||||||
When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
|
When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
|
||||||
|
|
||||||
|
@ -70,23 +70,23 @@ When you gain your first level in a class other than your initial class, you gai
|
||||||
| Wizard | - |
|
| Wizard | - |
|
||||||
| | |
|
| | |
|
||||||
|
|
||||||
## Class Features
|
# Class Features
|
||||||
|
|
||||||
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
|
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
|
||||||
|
|
||||||
### Channel Divinity
|
## Channel Divinity
|
||||||
|
|
||||||
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
|
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
|
||||||
|
|
||||||
### Extra Attack
|
## Extra Attack
|
||||||
|
|
||||||
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
|
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
|
||||||
|
|
||||||
### Unarmored Defense
|
## Unarmored Defense
|
||||||
|
|
||||||
If you already have the Unarmored Defense feature, you can't gain it again from another class.
|
If you already have the Unarmored Defense feature, you can't gain it again from another class.
|
||||||
|
|
||||||
### Spellcasting
|
## Spellcasting
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
|
|
|
@ -4,7 +4,7 @@ title: Personalization
|
||||||
|
|
||||||
[TOC]
|
[TOC]
|
||||||
|
|
||||||
## Alignment
|
# Alignment
|
||||||
|
|
||||||
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
|
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
|
||||||
|
|
||||||
|
@ -28,7 +28,7 @@ These brief summaries of the nine alignments describe the typical behavior of a
|
||||||
|
|
||||||
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
|
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
|
||||||
|
|
||||||
### Alignment in the Multiverse
|
## Alignment in the Multiverse
|
||||||
|
|
||||||
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
|
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
|
||||||
|
|
||||||
|
@ -38,7 +38,7 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d
|
||||||
|
|
||||||
Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
|
Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
|
||||||
|
|
||||||
## Languages
|
# Languages
|
||||||
|
|
||||||
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
|
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
|
||||||
|
|
||||||
|
@ -129,7 +129,9 @@ You have spent your life in the service of a temple to a specific god or pantheo
|
||||||
Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
|
Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
|
||||||
|
|
||||||
**Skill Proficiencies:** Insight, Religion
|
**Skill Proficiencies:** Insight, Religion
|
||||||
|
|
||||||
**Languages:** Two of your choice
|
**Languages:** Two of your choice
|
||||||
|
|
||||||
**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
|
**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
|
||||||
|
|
||||||
### Feature: Shelter of the Faithful
|
### Feature: Shelter of the Faithful
|
||||||
|
|
|
@ -51,7 +51,7 @@ To determine an ability modifier without consulting the table, subtract 10 from
|
||||||
|
|
||||||
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
|
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
|
||||||
|
|
||||||
## Advantage and Disadvantage
|
# Advantage and Disadvantage
|
||||||
|
|
||||||
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
|
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
|
||||||
|
|
||||||
|
@ -65,7 +65,7 @@ You usually gain advantage or disadvantage through the use of special abilities,
|
||||||
|
|
||||||
GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
|
GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
|
||||||
|
|
||||||
## Proficiency Bonus
|
# Proficiency Bonus
|
||||||
|
|
||||||
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
|
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
|
||||||
|
|
||||||
|
@ -77,7 +77,7 @@ By the same token, if a feature or effect allows you to multiply your proficienc
|
||||||
|
|
||||||
In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
|
In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
|
||||||
|
|
||||||
## Ability Checks
|
# Ability Checks
|
||||||
|
|
||||||
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
|
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
|
||||||
|
|
||||||
|
@ -99,7 +99,7 @@ The more difficult a task, the higher its DC. The Typical Difficulty Classes tab
|
||||||
|
|
||||||
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
|
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
|
||||||
|
|
||||||
### Contests
|
## Contests
|
||||||
|
|
||||||
Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
|
Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
|
||||||
|
|
||||||
|
@ -107,7 +107,7 @@ Both participants in a contest make ability checks appropriate to their efforts.
|
||||||
|
|
||||||
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
|
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
|
||||||
|
|
||||||
### Skills
|
## Skills
|
||||||
|
|
||||||
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
|
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
|
||||||
|
|
||||||
|
@ -129,11 +129,11 @@ Sometimes, the GM might ask for an ability check using a specific skill-for exam
|
||||||
|
|
||||||
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
|
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
|
||||||
|
|
||||||
#### Variant: Skills with Different Abilities
|
### Variant: Skills with Different Abilities
|
||||||
|
|
||||||
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
|
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
|
||||||
|
|
||||||
### Passive Checks
|
## Passive Checks
|
||||||
|
|
||||||
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
|
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
|
||||||
|
|
||||||
|
@ -147,13 +147,13 @@ For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perc
|
||||||
|
|
||||||
The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules.
|
The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules.
|
||||||
|
|
||||||
### Working Together
|
## Working Together
|
||||||
|
|
||||||
Sometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
|
Sometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
|
||||||
|
|
||||||
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
|
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
|
||||||
|
|
||||||
#### Group Checks
|
### Group Checks
|
||||||
|
|
||||||
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.
|
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.
|
||||||
|
|
||||||
|
@ -366,7 +366,7 @@ A Charisma check might arise when you try to influence or entertain others, when
|
||||||
|
|
||||||
Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
|
Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
|
||||||
|
|
||||||
## Saving Throws
|
# Saving Throws
|
||||||
|
|
||||||
A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
|
A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
|
||||||
|
|
||||||
|
|
|
@ -4,9 +4,7 @@ title: Adventuring
|
||||||
|
|
||||||
[TOC]
|
[TOC]
|
||||||
|
|
||||||
## Adventuring
|
# Time
|
||||||
|
|
||||||
### Time
|
|
||||||
|
|
||||||
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
|
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
|
||||||
|
|
||||||
|
@ -18,7 +16,7 @@ Following the road from Baldur's Gate to Waterdeep, the adventurers spend four u
|
||||||
|
|
||||||
In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
|
In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
|
||||||
|
|
||||||
### Movement
|
# Movement
|
||||||
|
|
||||||
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures.
|
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures.
|
||||||
|
|
||||||
|
@ -26,13 +24,13 @@ The GM can summarize the adventurers' movement without calculating exact distanc
|
||||||
|
|
||||||
Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
|
Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
|
||||||
|
|
||||||
#### Speed
|
## Speed
|
||||||
|
|
||||||
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.
|
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.
|
||||||
|
|
||||||
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
|
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
|
||||||
|
|
||||||
##### Travel Pace
|
### Travel Pace
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
|
@ -57,21 +55,21 @@ Certain special mounts, such as a pegasus or griffon, or special vehicles, such
|
||||||
| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
|
| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
|
||||||
| | | | | |
|
| | | | | |
|
||||||
|
|
||||||
##### Difficult Terrain
|
### Difficult Terrain
|
||||||
|
|
||||||
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.
|
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.
|
||||||
|
|
||||||
You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day.
|
You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day.
|
||||||
|
|
||||||
#### Special Types of Movement
|
## Special Types of Movement
|
||||||
|
|
||||||
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
|
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
|
||||||
|
|
||||||
##### Climbing, Swimming, and Crawling
|
### Climbing, Swimming, and Crawling
|
||||||
|
|
||||||
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
|
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
|
||||||
|
|
||||||
##### Jumping
|
### Jumping
|
||||||
|
|
||||||
Your Strength determines how far you can jump.
|
Your Strength determines how far you can jump.
|
||||||
|
|
||||||
|
@ -85,15 +83,15 @@ When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrob
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
### The Environment
|
# The Environment
|
||||||
|
|
||||||
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
|
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
|
||||||
|
|
||||||
#### Falling
|
## Falling
|
||||||
|
|
||||||
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
|
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
|
||||||
|
|
||||||
#### Suffocating
|
## Suffocating
|
||||||
|
|
||||||
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
|
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
|
||||||
|
|
||||||
|
@ -101,7 +99,7 @@ When a creature runs out of breath or is choking, it can survive for a number of
|
||||||
|
|
||||||
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
|
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
|
||||||
|
|
||||||
#### Vision and Light
|
## Vision and Light
|
||||||
|
|
||||||
The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
|
The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
|
||||||
|
|
||||||
|
@ -121,23 +119,23 @@ Even gloomy days provide bright light, as do torches, lanterns, fires, and other
|
||||||
|
|
||||||
Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
|
Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
|
||||||
|
|
||||||
##### Blindsight
|
### Blindsight
|
||||||
|
|
||||||
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
|
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
|
||||||
|
|
||||||
##### Darkvision
|
### Darkvision
|
||||||
|
|
||||||
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
|
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
|
||||||
|
|
||||||
##### Truesight
|
### Truesight
|
||||||
|
|
||||||
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
|
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
|
||||||
|
|
||||||
#### Food and Water
|
## Food and Water
|
||||||
|
|
||||||
Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
|
Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
|
||||||
|
|
||||||
##### Food
|
### Food
|
||||||
|
|
||||||
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
|
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
|
||||||
|
|
||||||
|
@ -145,13 +143,13 @@ A character can go without food for a number of days equal to 3 + his or her Con
|
||||||
|
|
||||||
A normal day of eating resets the count of days without food to zero.
|
A normal day of eating resets the count of days without food to zero.
|
||||||
|
|
||||||
##### Water
|
### Water
|
||||||
|
|
||||||
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
|
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
|
||||||
|
|
||||||
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
|
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
|
||||||
|
|
||||||
#### Interacting with Objects
|
## Interacting with Objects
|
||||||
|
|
||||||
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.
|
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.
|
||||||
|
|
||||||
|
@ -161,19 +159,19 @@ Characters can also damage objects with their weapons and spells. Objects are im
|
||||||
|
|
||||||
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
|
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
|
||||||
|
|
||||||
### Resting
|
# Resting
|
||||||
|
|
||||||
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
|
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
|
||||||
|
|
||||||
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
|
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
|
||||||
|
|
||||||
#### Short Rest
|
## Short Rest
|
||||||
|
|
||||||
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
|
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
|
||||||
|
|
||||||
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
|
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
|
||||||
|
|
||||||
#### Long Rest
|
## Long Rest
|
||||||
|
|
||||||
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it.
|
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it.
|
||||||
|
|
||||||
|
@ -181,25 +179,25 @@ At the end of a long rest, a character regains all lost hit points. The characte
|
||||||
|
|
||||||
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
|
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
|
||||||
|
|
||||||
### Between Adventures
|
# Between Adventures
|
||||||
|
|
||||||
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.
|
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.
|
||||||
|
|
||||||
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
|
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
|
||||||
|
|
||||||
#### Lifestyle Expenses
|
## Lifestyle Expenses
|
||||||
|
|
||||||
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.
|
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.
|
||||||
|
|
||||||
Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.
|
Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.
|
||||||
|
|
||||||
#### Downtime Activities
|
## Downtime Activities
|
||||||
|
|
||||||
Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
|
Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
|
||||||
|
|
||||||
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
|
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
|
||||||
|
|
||||||
##### Crafting
|
### Crafting
|
||||||
|
|
||||||
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
|
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
|
||||||
|
|
||||||
|
@ -209,7 +207,7 @@ Multiple characters can combine their efforts toward the crafting of a single it
|
||||||
|
|
||||||
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
|
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
|
||||||
|
|
||||||
##### Practicing a Profession
|
### Practicing a Profession
|
||||||
|
|
||||||
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.
|
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.
|
||||||
|
|
||||||
|
@ -217,7 +215,7 @@ If you are a member of an organization that can provide gainful employment, such
|
||||||
|
|
||||||
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
|
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
|
||||||
|
|
||||||
##### Recuperating
|
### Recuperating
|
||||||
|
|
||||||
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
|
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
|
||||||
|
|
||||||
|
@ -226,7 +224,7 @@ After three days of downtime spent recuperating, you can make a DC 15 Constituti
|
||||||
- End one effect on you that prevents you from regaining hit points.
|
- End one effect on you that prevents you from regaining hit points.
|
||||||
- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
|
- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
|
||||||
|
|
||||||
##### Researching
|
### Researching
|
||||||
|
|
||||||
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
|
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
|
||||||
|
|
||||||
|
@ -234,7 +232,7 @@ When you begin your research, the GM determines whether the information is avail
|
||||||
|
|
||||||
For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.
|
For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.
|
||||||
|
|
||||||
##### Training
|
### Training
|
||||||
|
|
||||||
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
|
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ title: Combat
|
||||||
|
|
||||||
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
|
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
|
||||||
|
|
||||||
>### Combat Step by Step
|
># Combat Step by Step
|
||||||
>
|
>
|
||||||
>1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.
|
>1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.
|
||||||
>2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
|
>2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
|
||||||
|
@ -14,7 +14,7 @@ A typical combat encounter is a clash between two sides, a flurry of weapon swin
|
||||||
>4. **Take turns.** Each participant in the battle takes a turn in initiative order.
|
>4. **Take turns.** Each participant in the battle takes a turn in initiative order.
|
||||||
>5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
|
>5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
|
||||||
|
|
||||||
### Surprise
|
## Surprise
|
||||||
|
|
||||||
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.
|
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.
|
||||||
|
|
||||||
|
@ -22,7 +22,7 @@ The GM determines who might be surprised. If neither side tries to be stealthy,
|
||||||
|
|
||||||
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
|
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
|
||||||
|
|
||||||
### Initiative
|
## Initiative
|
||||||
|
|
||||||
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
|
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
|
||||||
|
|
||||||
|
@ -30,7 +30,7 @@ The GM ranks the combatants in order from the one with the highest Dexterity che
|
||||||
|
|
||||||
If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.
|
If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.
|
||||||
|
|
||||||
### Your Turn
|
## Your Turn
|
||||||
|
|
||||||
On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet.
|
On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet.
|
||||||
|
|
||||||
|
@ -40,7 +40,7 @@ The "Movement and Position" section later in this chapter gives the rules for yo
|
||||||
|
|
||||||
You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat."
|
You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat."
|
||||||
|
|
||||||
#### Bonus Actions
|
## Bonus Actions
|
||||||
|
|
||||||
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.
|
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.
|
||||||
|
|
||||||
|
@ -48,7 +48,7 @@ You can take only one bonus action on your turn, so you must choose which bonus
|
||||||
|
|
||||||
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
|
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
|
||||||
|
|
||||||
#### Other Activity on Your Turn
|
## Other Activity on Your Turn
|
||||||
|
|
||||||
Your turn can include a variety of flourishes that require neither your action nor your move.
|
Your turn can include a variety of flourishes that require neither your action nor your move.
|
||||||
|
|
||||||
|
@ -60,13 +60,13 @@ If you want to interact with a second object, you need to use your action. Some
|
||||||
|
|
||||||
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
|
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
|
||||||
|
|
||||||
### Reactions
|
# Reactions
|
||||||
|
|
||||||
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.
|
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.
|
||||||
|
|
||||||
When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.
|
When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.
|
||||||
|
|
||||||
## Movement and Position
|
# Movement and Position
|
||||||
|
|
||||||
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
|
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
|
||||||
|
|
||||||
|
@ -74,21 +74,21 @@ On your turn, you can move a distance up to your speed. You can use as much or a
|
||||||
|
|
||||||
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
|
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
|
||||||
|
|
||||||
### Breaking Up Your Move
|
## Breaking Up Your Move
|
||||||
|
|
||||||
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
|
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
|
||||||
|
|
||||||
#### Moving between Attacks
|
### Moving between Attacks
|
||||||
|
|
||||||
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
|
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
|
||||||
|
|
||||||
#### Using Different Speeds
|
### Using Different Speeds
|
||||||
|
|
||||||
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.
|
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.
|
||||||
|
|
||||||
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
|
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
|
||||||
|
|
||||||
### Difficult Terrain
|
## Difficult Terrain
|
||||||
|
|
||||||
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.
|
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.
|
||||||
|
|
||||||
|
@ -96,7 +96,7 @@ Every foot of movement in difficult terrain costs 1 extra foot. This rule is tru
|
||||||
|
|
||||||
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
|
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
|
||||||
|
|
||||||
### Being Prone
|
## Being Prone
|
||||||
|
|
||||||
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.
|
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.
|
||||||
|
|
||||||
|
@ -106,7 +106,7 @@ You can **drop prone** without using any of your speed. **Standing up** takes mo
|
||||||
|
|
||||||
To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
|
To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
|
||||||
|
|
||||||
> ## Interacting with Objects Around You
|
> **Interacting with Objects Around You**
|
||||||
>
|
>
|
||||||
>Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
|
>Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
|
||||||
>
|
>
|
||||||
|
@ -132,7 +132,7 @@ To move while prone, you must **crawl** or use magic such as teleportation. Ever
|
||||||
>- tap the floor with a 10-foot pole
|
>- tap the floor with a 10-foot pole
|
||||||
>- hand an item to another character
|
>- hand an item to another character
|
||||||
|
|
||||||
### Moving Around Other Creatures
|
## Moving Around Other Creatures
|
||||||
|
|
||||||
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.
|
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.
|
||||||
|
|
||||||
|
@ -140,11 +140,11 @@ Whether a creature is a friend or an enemy, you can't willingly end your move in
|
||||||
|
|
||||||
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter.
|
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter.
|
||||||
|
|
||||||
### Flying Movement
|
## Flying Movement
|
||||||
|
|
||||||
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.
|
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.
|
||||||
|
|
||||||
### Creature Size
|
## Creature Size
|
||||||
|
|
||||||
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
|
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
|
||||||
|
|
||||||
|
@ -160,7 +160,7 @@ Each creature takes up a different amount of space. The Size Categories table sh
|
||||||
| Gargantuan | 20 by 20 ft. or larger |
|
| Gargantuan | 20 by 20 ft. or larger |
|
||||||
| | |
|
| | |
|
||||||
|
|
||||||
#### Space
|
### Space
|
||||||
|
|
||||||
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them.
|
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them.
|
||||||
|
|
||||||
|
@ -172,13 +172,13 @@ Because larger creatures take up more space, fewer of them can surround a creatu
|
||||||
|
|
||||||
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
|
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
|
||||||
|
|
||||||
## Actions in Combat
|
# Actions in Combat
|
||||||
|
|
||||||
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
|
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
|
||||||
|
|
||||||
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
|
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
|
||||||
|
|
||||||
### Attack
|
## Attack
|
||||||
|
|
||||||
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
|
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
|
||||||
|
|
||||||
|
@ -186,35 +186,35 @@ With this action, you make one melee or ranged attack. See the "Making an Attack
|
||||||
|
|
||||||
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
|
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
|
||||||
|
|
||||||
### Cast a Spell
|
## Cast a Spell
|
||||||
|
|
||||||
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
|
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
|
||||||
|
|
||||||
### Dash
|
## Dash
|
||||||
|
|
||||||
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
|
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
|
||||||
|
|
||||||
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
|
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
|
||||||
|
|
||||||
### Disengage
|
## Disengage
|
||||||
|
|
||||||
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
|
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
|
||||||
|
|
||||||
### Dodge
|
## Dodge
|
||||||
|
|
||||||
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.
|
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.
|
||||||
|
|
||||||
### Help
|
## Help
|
||||||
|
|
||||||
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
|
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
|
||||||
|
|
||||||
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
|
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
|
||||||
|
|
||||||
### Hide
|
## Hide
|
||||||
|
|
||||||
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.
|
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.
|
||||||
|
|
||||||
### Ready
|
## Ready
|
||||||
|
|
||||||
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
|
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
|
||||||
|
|
||||||
|
@ -224,15 +224,15 @@ When the trigger occurs, you can either take your reaction right after the trigg
|
||||||
|
|
||||||
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken.
|
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken.
|
||||||
|
|
||||||
### Search
|
## Search
|
||||||
|
|
||||||
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
|
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
|
||||||
|
|
||||||
### Use an Object
|
## Use an Object
|
||||||
|
|
||||||
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
|
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
|
||||||
|
|
||||||
## Making an Attack
|
# Making an Attack
|
||||||
|
|
||||||
Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
|
Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
|
||||||
|
|
||||||
|
@ -242,11 +242,11 @@ Whether you're striking with a melee weapon, firing a weapon at range, or making
|
||||||
|
|
||||||
If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
|
If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
|
||||||
|
|
||||||
### Attack Rolls
|
## Attack Rolls
|
||||||
|
|
||||||
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
|
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
|
||||||
|
|
||||||
#### Modifiers to the Roll
|
### Modifiers to the Roll
|
||||||
|
|
||||||
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.
|
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.
|
||||||
|
|
||||||
|
@ -256,7 +256,7 @@ Some spells also require an attack roll. The ability modifier used for a spell a
|
||||||
|
|
||||||
***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.
|
***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.
|
||||||
|
|
||||||
#### Rolling 1 or 20
|
### Rolling 1 or 20
|
||||||
|
|
||||||
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
|
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
|
||||||
|
|
||||||
|
@ -264,7 +264,7 @@ If the d20 roll for an attack is a 20, the attack hits regardless of any modifie
|
||||||
|
|
||||||
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.
|
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.
|
||||||
|
|
||||||
### Unseen Attackers and Targets
|
## Unseen Attackers and Targets
|
||||||
|
|
||||||
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
|
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
|
||||||
|
|
||||||
|
@ -272,11 +272,11 @@ When you attack a target that you can't see, you have disadvantage on the attack
|
||||||
|
|
||||||
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses.
|
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses.
|
||||||
|
|
||||||
### Ranged Attacks
|
## Ranged Attacks
|
||||||
|
|
||||||
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.
|
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.
|
||||||
|
|
||||||
#### Range
|
### Range
|
||||||
|
|
||||||
You can make ranged attacks only against targets within a specified range.
|
You can make ranged attacks only against targets within a specified range.
|
||||||
|
|
||||||
|
@ -284,11 +284,11 @@ If a ranged attack, such as one made with a spell, has a single range, you can't
|
||||||
|
|
||||||
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
|
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
|
||||||
|
|
||||||
#### Ranged Attacks in Close Combat
|
### Ranged Attacks in Close Combat
|
||||||
|
|
||||||
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
|
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
|
||||||
|
|
||||||
### Melee Attacks
|
## Melee Attacks
|
||||||
|
|
||||||
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
|
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
|
||||||
|
|
||||||
|
@ -308,13 +308,13 @@ You can make an opportunity attack when a hostile creature that you can see move
|
||||||
|
|
||||||
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
|
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
|
||||||
|
|
||||||
#### Two-Weapon Fighting
|
### Two-Weapon Fighting
|
||||||
|
|
||||||
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
|
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
|
||||||
|
|
||||||
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
|
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
|
||||||
|
|
||||||
#### Grappling
|
### Grappling
|
||||||
|
|
||||||
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
|
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
|
||||||
|
|
||||||
|
@ -324,7 +324,7 @@ The target of your grapple must be no more than one size larger than you and mus
|
||||||
|
|
||||||
***Moving a Grappled Creature***. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
|
***Moving a Grappled Creature***. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
|
||||||
|
|
||||||
#### Shoving a Creature
|
### Shoving a Creature
|
||||||
|
|
||||||
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
|
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
|
||||||
|
|
||||||
|
@ -362,13 +362,13 @@ When attacking with a **weapon**, you add your ability modifier-the same modifie
|
||||||
|
|
||||||
If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spell's damage is rolled once for all creatures caught in the blast.
|
If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spell's damage is rolled once for all creatures caught in the blast.
|
||||||
|
|
||||||
#### Critical Hits
|
### Critical Hits
|
||||||
|
|
||||||
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
|
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
|
||||||
|
|
||||||
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
|
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
|
||||||
|
|
||||||
#### Damage Types
|
### Damage Types
|
||||||
|
|
||||||
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
|
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
|
||||||
|
|
||||||
|
@ -422,17 +422,17 @@ A creature that has died can't regain hit points until magic such as the *revivi
|
||||||
|
|
||||||
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
|
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
|
||||||
|
|
||||||
#### Instant Death
|
### Instant Death
|
||||||
|
|
||||||
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
|
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
|
||||||
|
|
||||||
For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
|
For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
|
||||||
|
|
||||||
#### Falling Unconscious
|
### Falling Unconscious
|
||||||
|
|
||||||
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points.
|
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points.
|
||||||
|
|
||||||
#### Death Saving Throws
|
### Death Saving Throws
|
||||||
|
|
||||||
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
|
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
|
||||||
|
|
||||||
|
@ -450,17 +450,17 @@ You can use your action to administer first aid to an unconscious creature and a
|
||||||
|
|
||||||
A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
|
A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
|
||||||
|
|
||||||
#### Monsters and Death
|
### Monsters and Death
|
||||||
|
|
||||||
Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
|
Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
|
||||||
|
|
||||||
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
|
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
|
||||||
|
|
||||||
### Knocking a Creature Out
|
## Knocking a Creature Out
|
||||||
|
|
||||||
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
|
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
|
||||||
|
|
||||||
### Temporary Hit Points
|
## Temporary Hit Points
|
||||||
|
|
||||||
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
|
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
|
||||||
|
|
||||||
|
@ -474,13 +474,13 @@ If you have 0 hit points, receiving temporary hit points doesn't restore you to
|
||||||
|
|
||||||
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
|
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
|
||||||
|
|
||||||
## Mounted Combat
|
# Mounted Combat
|
||||||
|
|
||||||
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
|
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
|
||||||
|
|
||||||
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
|
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
|
||||||
|
|
||||||
### Mounting and Dismounting
|
## Mounting and Dismounting
|
||||||
|
|
||||||
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.
|
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.
|
||||||
|
|
||||||
|
@ -488,7 +488,7 @@ If an effect moves your mount against its will while you're on it, you must succ
|
||||||
|
|
||||||
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
|
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
|
||||||
|
|
||||||
### Controlling a Mount
|
## Controlling a Mount
|
||||||
|
|
||||||
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
|
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
|
||||||
|
|
||||||
|
@ -498,7 +498,7 @@ An independent mount retains its place in the initiative order. Bearing a rider
|
||||||
|
|
||||||
In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
|
In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
|
||||||
|
|
||||||
## Underwater Combat
|
# Underwater Combat
|
||||||
|
|
||||||
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
|
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
|
||||||
|
|
||||||
|
|
|
@ -8,7 +8,7 @@ Magic permeates fantasy gaming worlds and often appears in the form of a spell.
|
||||||
|
|
||||||
This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
|
This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
|
||||||
|
|
||||||
## What Is a Spell?
|
# What Is a Spell?
|
||||||
|
|
||||||
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.
|
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.
|
||||||
|
|
||||||
|
@ -16,19 +16,19 @@ Spells can be versatile tools, weapons, or protective wards. They can deal damag
|
||||||
|
|
||||||
Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
|
Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
|
||||||
|
|
||||||
### Spell Level
|
## Spell Level
|
||||||
|
|
||||||
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.
|
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.
|
||||||
|
|
||||||
Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
|
Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
|
||||||
|
|
||||||
### Known and Prepared Spells
|
## Known and Prepared Spells
|
||||||
|
|
||||||
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
|
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
|
||||||
|
|
||||||
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.
|
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.
|
||||||
|
|
||||||
### Spell Slots
|
## Spell Slots
|
||||||
|
|
||||||
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.
|
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.
|
||||||
|
|
||||||
|
@ -38,21 +38,21 @@ Finishing a long rest restores any expended spell slots.
|
||||||
|
|
||||||
Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.
|
Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.
|
||||||
|
|
||||||
#### Casting a Spell at a Higher Level
|
### Casting a Spell at a Higher Level
|
||||||
|
|
||||||
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into.
|
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into.
|
||||||
|
|
||||||
Some spells, such as *magic missile* and *cure wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description.
|
Some spells, such as *magic missile* and *cure wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description.
|
||||||
|
|
||||||
>### Casting in Armor
|
> **Casting in Armor**
|
||||||
>
|
>
|
||||||
>Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
|
>Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
|
||||||
|
|
||||||
### Cantrips
|
# Cantrips
|
||||||
|
|
||||||
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.
|
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.
|
||||||
|
|
||||||
### Rituals
|
# Rituals
|
||||||
|
|
||||||
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.
|
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.
|
||||||
|
|
||||||
|
@ -82,29 +82,29 @@ To cast a spell as a ritual, a spellcaster must have a feature that grants the a
|
||||||
>
|
>
|
||||||
>**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
|
>**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
|
||||||
|
|
||||||
## Casting a Spell
|
# Casting a Spell
|
||||||
|
|
||||||
When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.
|
When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.
|
||||||
|
|
||||||
Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
|
Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
|
||||||
|
|
||||||
### Casting Time
|
## Casting Time
|
||||||
|
|
||||||
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
|
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
|
||||||
|
|
||||||
#### Bonus Action
|
### Bonus Action
|
||||||
|
|
||||||
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
|
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
|
||||||
|
|
||||||
#### Reactions
|
### Reactions
|
||||||
|
|
||||||
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
|
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
|
||||||
|
|
||||||
#### Longer Casting Times
|
### Longer Casting Times
|
||||||
|
|
||||||
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.
|
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.
|
||||||
|
|
||||||
### Spell Range
|
## Spell Range
|
||||||
|
|
||||||
The target of a spell must be within the spell's range. For a spell like *magic missile*, the target is a creature. For a spell like *fireball*, the target is the point in space where the ball of fire erupts.
|
The target of a spell must be within the spell's range. For a spell like *magic missile*, the target is a creature. For a spell like *fireball*, the target is the point in space where the ball of fire erupts.
|
||||||
|
|
||||||
|
@ -114,19 +114,19 @@ Spells that create cones or lines of effect that originate from you also have a
|
||||||
|
|
||||||
Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
|
Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
|
||||||
|
|
||||||
### Components
|
## Components
|
||||||
|
|
||||||
A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.
|
A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.
|
||||||
|
|
||||||
#### Verbal (V)
|
### Verbal (V)
|
||||||
|
|
||||||
Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component.
|
Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component.
|
||||||
|
|
||||||
#### Somatic (S)
|
### Somatic (S)
|
||||||
|
|
||||||
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
|
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
|
||||||
|
|
||||||
#### Material (M)
|
### Material (M)
|
||||||
|
|
||||||
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
|
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
|
||||||
|
|
||||||
|
@ -134,15 +134,15 @@ If a spell states that a material component is consumed by the spell, the caster
|
||||||
|
|
||||||
A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components.
|
A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components.
|
||||||
|
|
||||||
### Duration
|
## Duration
|
||||||
|
|
||||||
A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
|
A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
|
||||||
|
|
||||||
#### Instantaneous
|
### Instantaneous
|
||||||
|
|
||||||
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.
|
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.
|
||||||
|
|
||||||
#### Concentration
|
### Concentration
|
||||||
|
|
||||||
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
|
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
|
||||||
|
|
||||||
|
@ -156,23 +156,23 @@ Normal activity, such as moving and attacking, doesn't interfere with concentrat
|
||||||
|
|
||||||
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
|
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
|
||||||
|
|
||||||
### Targets
|
## Targets
|
||||||
|
|
||||||
A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
|
A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
|
||||||
|
|
||||||
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.
|
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.
|
||||||
|
|
||||||
#### A Clear Path to the Target
|
### A Clear Path to the Target
|
||||||
|
|
||||||
To target something, you must have a clear path to it, so it can't be behind total cover.
|
To target something, you must have a clear path to it, so it can't be behind total cover.
|
||||||
|
|
||||||
If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
|
If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
|
||||||
|
|
||||||
#### Targeting Yourself
|
### Targeting Yourself
|
||||||
|
|
||||||
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
|
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
|
||||||
|
|
||||||
### Areas of Effect
|
## Areas of Effect
|
||||||
|
|
||||||
Spells such as *burning hands* and *cone of cold* cover an area, allowing them to affect multiple creatures at once.
|
Spells such as *burning hands* and *cone of cold* cover an area, allowing them to affect multiple creatures at once.
|
||||||
|
|
||||||
|
@ -180,49 +180,49 @@ A spell's description specifies its area of effect, which typically has one of f
|
||||||
|
|
||||||
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
|
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
|
||||||
|
|
||||||
#### Cone
|
### Cone
|
||||||
|
|
||||||
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.
|
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.
|
||||||
|
|
||||||
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
|
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
|
||||||
|
|
||||||
#### Cube
|
### Cube
|
||||||
|
|
||||||
You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.
|
You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.
|
||||||
|
|
||||||
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.
|
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.
|
||||||
|
|
||||||
#### Cylinder
|
### Cylinder
|
||||||
|
|
||||||
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
|
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
|
||||||
|
|
||||||
A cylinder's point of origin is included in the cylinder's area of effect.
|
A cylinder's point of origin is included in the cylinder's area of effect.
|
||||||
|
|
||||||
#### Line
|
### Line
|
||||||
|
|
||||||
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.
|
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.
|
||||||
|
|
||||||
A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
|
A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
|
||||||
|
|
||||||
#### Sphere
|
### Sphere
|
||||||
|
|
||||||
You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.
|
You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.
|
||||||
|
|
||||||
A sphere's point of origin is included in the sphere's area of effect.
|
A sphere's point of origin is included in the sphere's area of effect.
|
||||||
|
|
||||||
### Spell Saving Throws
|
# Spell Saving Throws
|
||||||
|
|
||||||
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
|
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
|
||||||
|
|
||||||
The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
|
The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
|
||||||
|
|
||||||
### Spell Attack Rolls
|
# Spell Attack Rolls
|
||||||
|
|
||||||
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
|
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
|
||||||
|
|
||||||
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
|
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
|
||||||
|
|
||||||
### Combining Magical Effects
|
# Combining Magical Effects
|
||||||
|
|
||||||
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.
|
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.
|
||||||
|
|
||||||
|
|
|
@ -1644,7 +1644,7 @@ While on the Ethereal Plane, you can see and hear the plane you originated from,
|
||||||
|
|
||||||
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
|
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
|
||||||
|
|
||||||
## Branding Smite
|
#### Branding Smite
|
||||||
|
|
||||||
*2nd-level evocation*
|
*2nd-level evocation*
|
||||||
|
|
||||||
|
|
|
@ -4,8 +4,6 @@ title: Treasure
|
||||||
|
|
||||||
[TOC]
|
[TOC]
|
||||||
|
|
||||||
# Magic
|
|
||||||
|
|
||||||
Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.
|
Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.
|
||||||
|
|
||||||
# Magic Items (A)
|
# Magic Items (A)
|
||||||
|
|
|
@ -18,7 +18,7 @@ There are many easy ways to customize the NPCs in this appendix for your home ca
|
||||||
|
|
||||||
***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
|
***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
|
||||||
|
|
||||||
## Acolyte
|
# Acolyte
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -51,7 +51,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
||||||
|
|
||||||
**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
|
**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
|
||||||
|
|
||||||
## Archmage
|
# Archmage
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -101,7 +101,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shoc
|
||||||
|
|
||||||
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
|
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
|
||||||
|
|
||||||
## Assassin
|
# Assassin
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-good alignment*
|
*Medium humanoid (any race), any non-good alignment*
|
||||||
|
|
||||||
|
@ -143,7 +143,7 @@ An archmage typically has one or more apprentice mages, and an archmage's abode
|
||||||
|
|
||||||
Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
|
Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
|
||||||
|
|
||||||
## Bandit
|
# Bandit
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-lawful alignment*
|
*Medium humanoid (any race), any non-lawful alignment*
|
||||||
|
|
||||||
|
@ -173,7 +173,7 @@ Trained in the use of poison, **assassins** are remorseless killers who work for
|
||||||
|
|
||||||
**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
|
**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
|
||||||
|
|
||||||
## Bandit Captain
|
# Bandit Captain
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-lawful alignment*
|
*Medium humanoid (any race), any non-lawful alignment*
|
||||||
|
|
||||||
|
@ -215,7 +215,7 @@ In addition to managing a crew of selfish malcontents, the **pirate captain** is
|
||||||
|
|
||||||
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
|
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
|
||||||
|
|
||||||
## Berserker
|
# Berserker
|
||||||
|
|
||||||
*Medium humanoid (any race), any chaotic alignment*
|
*Medium humanoid (any race), any chaotic alignment*
|
||||||
|
|
||||||
|
@ -243,7 +243,7 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner
|
||||||
|
|
||||||
Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.
|
Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.
|
||||||
|
|
||||||
## Commoner
|
# Commoner
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -269,7 +269,7 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
||||||
|
|
||||||
**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
|
**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
|
||||||
|
|
||||||
## Cultist
|
# Cultist
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-good alignment*
|
*Medium humanoid (any race), any non-good alignment*
|
||||||
|
|
||||||
|
@ -299,7 +299,7 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
||||||
|
|
||||||
**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
|
**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
|
||||||
|
|
||||||
## Cult Fanatic
|
# Cult Fanatic
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-good alignment*
|
*Medium humanoid (any race), any non-good alignment*
|
||||||
|
|
||||||
|
@ -337,7 +337,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
||||||
|
|
||||||
**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
|
**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
|
||||||
|
|
||||||
## Druid
|
# Druid
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -371,7 +371,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
||||||
|
|
||||||
**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.
|
**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.
|
||||||
|
|
||||||
## Gladiator
|
# Gladiator
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -413,7 +413,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
||||||
|
|
||||||
**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
|
**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
|
||||||
|
|
||||||
## Guard
|
# Guard
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -441,7 +441,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
||||||
|
|
||||||
**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
|
**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
|
||||||
|
|
||||||
## Knight
|
# Knight
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -481,7 +481,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
||||||
|
|
||||||
**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
|
**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
|
||||||
|
|
||||||
## Mage
|
# Mage
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -520,7 +520,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*
|
||||||
|
|
||||||
**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
|
**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
|
||||||
|
|
||||||
## Noble
|
# Noble
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -554,7 +554,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*
|
||||||
|
|
||||||
The noble's statistics can also be used to represent **courtiers** who aren't of noble birth.
|
The noble's statistics can also be used to represent **courtiers** who aren't of noble birth.
|
||||||
|
|
||||||
## Priest
|
# Priest
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -593,7 +593,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
||||||
|
|
||||||
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
|
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
|
||||||
|
|
||||||
## Scout
|
# Scout
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -627,7 +627,7 @@ A priest typically has one or more acolytes to help with religious ceremonies an
|
||||||
|
|
||||||
**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
|
**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
|
||||||
|
|
||||||
## Spy
|
# Spy
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -663,7 +663,7 @@ A priest typically has one or more acolytes to help with religious ceremonies an
|
||||||
|
|
||||||
Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
|
Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
|
||||||
|
|
||||||
## Thug
|
# Thug
|
||||||
|
|
||||||
*Medium humanoid (any race), any non-good alignment*
|
*Medium humanoid (any race), any non-good alignment*
|
||||||
|
|
||||||
|
@ -697,7 +697,7 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
|
||||||
|
|
||||||
**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
|
**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
|
||||||
|
|
||||||
## Tribal Warrior
|
# Tribal Warrior
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
@ -725,7 +725,7 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
|
||||||
|
|
||||||
**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
|
**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
|
||||||
|
|
||||||
## Veteran
|
# Veteran
|
||||||
|
|
||||||
*Medium humanoid (any race), any alignment*
|
*Medium humanoid (any race), any alignment*
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue