Adjusted for PH Errata (Nov 2018)
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@ -235,7 +235,7 @@ You know two cantrips of your choice from the bard spell list. You learn additio
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##### Spell Slots
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The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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For example, if you know the 1st-level spell_cure wounds_ and have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ using either slot.
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@ -309,11 +309,11 @@ At 6th level, you gain the ability to use musical notes or words of power to dis
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#### Magical Secrets
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By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
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By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
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The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
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You learn two additional spells from any class at 14th level and again at 18th level.
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You learn two additional spells from any classes at 14th level and again at 18th level.
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#### Superior Inspiration
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@ -416,7 +416,7 @@ At 1st level, you know three cantrips of your choice from the cleric spell list.
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##### Preparing and Casting Spells
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The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
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@ -612,7 +612,7 @@ At 1st level, you know two cantrips of your choice from the druid spell list. Yo
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##### Preparing and Casting Spells
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The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
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@ -1247,7 +1247,7 @@ By 2nd level, you have learned to draw on divine magic through meditation and pr
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##### Preparing and Casting Spells
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The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
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@ -1269,7 +1269,7 @@ You can use a holy symbol as a spellcasting focus for your paladin spells.
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#### Divine Smite
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Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
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Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
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#### Divine Health
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@ -1512,7 +1512,7 @@ By the time you reach 2nd level, you have learned to use the magical essence of
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##### Spell Slots
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The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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For example, if you know the 1st-level spell _animal friendship_ and have a 1st-level and a 2nd-level spell slot available, you can cast _animal friendship_ using either slot.
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@ -1840,7 +1840,7 @@ At 1st level, you know four cantrips of your choice from the sorcerer spell list
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##### Spell Slots
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The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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For example, if you know the 1st-level spell _burning hands_ and have a 1st-level and a 2nd-level spell slot available, you can cast _burning hands_ using either slot.
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@ -1880,7 +1880,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show
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##### Flexible Casting
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You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
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You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest.
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**_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
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@ -2072,9 +2072,9 @@ You know two cantrips of your choice from the warlock spell list. You learn addi
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##### Spell Slots
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The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
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The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
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For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _thunderwave_, you must spend one of those slots, and you cast it as a 3rd-level spell.
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For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _witch bolt_, you must spend one of those slots, and you cast it as a 3rd-level spell.
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##### Spells Known of 1st Level and Higher
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When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
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Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
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Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
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##### Pact of the Blade
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##### Pact of the Tome
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Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
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Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
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If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
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_Prerequisite: Pact of the Tome feature_
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You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
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You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the
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ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
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On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
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##### Preparing and Casting Spells
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The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
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When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.
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Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
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Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1). to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
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When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
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#### Class Features
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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.
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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.
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##### Channel Divinity
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Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
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If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class
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**_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
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If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.
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**_Range_**. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
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**_Reach_**. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
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**_Reach_**. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see chapter 9).
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**_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
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If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
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When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
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When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
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You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The
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The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
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The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
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### Time
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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.
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In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.
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For long journeys, a scale of **days** works best.
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Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.
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In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
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### Movement
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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.
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The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”
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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.
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#### Speed
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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.
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The following rules determine how far a character or monster can move in a minute, an hour, or a day.
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##### Travel Pace
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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.
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**_Forced March_**. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
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For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).
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**_Mounts and Vehicles_**. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
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Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
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Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly.
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**Travel Pace (table)**
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| Pace | Distance per: Minute | Hour | Day | Effect |
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| ------ | -------------------- | ------- | -------- | ------------------------------------------------ |
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| Fast | 400 feet | 4 miles | 30 miles | −5 penalty to passive Wisdom (Perception) scores |
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| Normal | 300 feet | 3 miles | 18 miles | — |
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| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
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##### Difficult Terrain
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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.
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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.
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#### Special Types of Movement
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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.
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##### Climbing, Swimming, and Crawling
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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.
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##### Jumping
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Your Strength determines how far you can jump.
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**_Long Jump_**. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
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This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
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|
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When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
|
||||
|
||||
**_High Jump_**. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
|
||||
|
||||
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.
|
||||
|
||||
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
|
||||
|
||||
**Bright light** lets most creatures see normally.
|
||||
|
||||
Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
|
||||
|
||||
**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
|
||||
|
||||
**Darkness** creates a heavily obscured area.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
|
||||
|
||||
##### 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 can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
|
||||
|
||||
A normal day of eating resets the count of days without food to zero.
|
||||
|
||||
##### 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.
|
||||
|
||||
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
|
||||
|
||||
#### 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.
|
||||
|
||||
For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.
|
||||
|
||||
Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
|
||||
|
||||
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
|
||||
|
||||
### 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.
|
||||
|
||||
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
|
||||
|
||||
#### 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 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. 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
|
||||
|
||||
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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.
|
||||
|
||||
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
|
||||
|
||||
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 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.
|
||||
|
||||
#### Lifestyle Expenses
|
||||
|
||||
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.
|
||||
|
||||
#### 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.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
|
||||
|
||||
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable 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
|
||||
|
||||
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
|
||||
|
||||
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
|
||||
|
||||
* 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.
|
||||
|
||||
##### 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.
|
||||
|
||||
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
|
||||
|
||||
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
|
||||
|
||||
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
|
||||
|
||||
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
|
||||
|
||||
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
|
||||
|
|
238
pages/11.adventuring/default.md
Normal file
238
pages/11.adventuring/default.md
Normal file
|
@ -0,0 +1,238 @@
|
|||
---
|
||||
title: Adventuring
|
||||
---
|
||||
|
||||
[TOC]
|
||||
|
||||
### 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 a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time.
|
||||
|
||||
For long journeys, a scale of **days** works best.
|
||||
|
||||
Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.
|
||||
|
||||
In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
|
||||
|
||||
### 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.
|
||||
|
||||
The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
##### 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.
|
||||
|
||||
**_Forced March_**. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
|
||||
|
||||
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).
|
||||
|
||||
**_Mounts and Vehicles_**. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
|
||||
|
||||
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
|
||||
|
||||
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly.
|
||||
|
||||
**Travel Pace (table)**
|
||||
|
||||
| Pace | Distance per: Minute | Hour | Day | Effect |
|
||||
| ------ | -------------------- | ------- | -------- | ------------------------------------------------ |
|
||||
| Fast | 400 feet | 4 miles | 30 miles | −5 penalty to passive Wisdom (Perception) scores |
|
||||
| Normal | 300 feet | 3 miles | 18 miles | — |
|
||||
| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
|
||||
|
||||
##### 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.
|
||||
|
||||
#### 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.
|
||||
|
||||
##### 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.
|
||||
|
||||
##### Jumping
|
||||
|
||||
Your Strength determines how far you can jump.
|
||||
|
||||
**_Long Jump_**. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
|
||||
|
||||
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
|
||||
|
||||
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
|
||||
|
||||
**_High Jump_**. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
|
||||
|
||||
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.
|
||||
|
||||
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
|
||||
|
||||
**Bright light** lets most creatures see normally.
|
||||
|
||||
Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
|
||||
|
||||
**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
|
||||
|
||||
**Darkness** creates a heavily obscured area.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
Characters who don't eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
|
||||
|
||||
##### 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 can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
|
||||
|
||||
A normal day of eating resets the count of days without food to zero.
|
||||
|
||||
##### 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.
|
||||
|
||||
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
|
||||
|
||||
#### 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.
|
||||
|
||||
For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.
|
||||
|
||||
Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
|
||||
|
||||
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
|
||||
|
||||
### 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.
|
||||
|
||||
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
|
||||
|
||||
#### 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 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
|
||||
|
||||
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.
|
||||
|
||||
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
|
||||
|
||||
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 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.
|
||||
|
||||
#### Lifestyle Expenses
|
||||
|
||||
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.
|
||||
|
||||
#### 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.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
|
||||
|
||||
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable 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
|
||||
|
||||
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
|
||||
|
||||
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
|
||||
|
||||
* 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.
|
||||
|
||||
##### 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.
|
||||
|
||||
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
|
||||
|
||||
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
|
||||
|
||||
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
|
||||
|
||||
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
|
||||
|
||||
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
|
|
@ -166,7 +166,7 @@ A creature’s space is the area in feet that it effectively controls in combat,
|
|||
|
||||
A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
|
||||
|
||||
Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
|
||||
Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
|
||||
|
||||
##### Squeezing into a Smaller Space
|
||||
|
||||
|
@ -314,7 +314,7 @@ If either weapon has the thrown property, you can throw the weapon, instead of m
|
|||
|
||||
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.
|
||||
|
||||
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
|
||||
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
|
||||
|
||||
**_Escaping a Grapple_** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength
|
||||
(Athletics) check.
|
||||
|
@ -329,7 +329,7 @@ The target of your grapple must be no more than one size larger than you and mus
|
|||
|
||||
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.
|
||||
|
||||
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
|
||||
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
|
||||
|
||||
### Cover
|
||||
|
|
@ -108,7 +108,7 @@ Casting some spells requires particular objects, specified in parentheses in the
|
|||
|
||||
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
|
||||
|
||||
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
|
||||
|
||||
|
@ -224,7 +224,8 @@ Most spells that require attack rolls involve ranged attacks. Remember that you
|
|||
|
||||
#### 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. Or the most recent effect applies if the castings are equally
|
||||
potent and their durations overlap.
|
||||
|
||||
For example, if two clerics cast _bless_ on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
|
||||
|
||||
|
@ -1246,7 +1247,7 @@ _Conjuration cantrip_
|
|||
|
||||
**Duration:** Instantaneous
|
||||
|
||||
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
|
||||
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
|
||||
|
||||
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
|
||||
|
@ -1868,9 +1869,9 @@ _3rd-level conjuration_
|
|||
|
||||
**Duration:** Concentration, up to 10 minutes
|
||||
|
||||
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
|
||||
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
|
||||
|
||||
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
|
||||
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
|
||||
|
||||
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
|
||||
|
||||
|
@ -2032,7 +2033,7 @@ _1st-level illusion_
|
|||
|
||||
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
|
||||
|
||||
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
|
||||
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
|
||||
|
||||
**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
|
||||
|
||||
|
@ -2335,9 +2336,9 @@ _5th-level necromancy_
|
|||
|
||||
**Duration:** 7 days
|
||||
|
||||
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
|
||||
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.
|
||||
|
||||
At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
|
||||
At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.
|
||||
|
||||
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
|
||||
|
||||
|
@ -2806,9 +2807,7 @@ _6th-level transmutation_
|
|||
|
||||
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by _wall of force_.
|
||||
|
||||
A creature targeted by this spell must make a
|
||||
|
||||
Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
|
||||
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
|
||||
|
||||
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _true resurrection_ or a _wish_ spell.
|
||||
|
||||
|
@ -3295,7 +3294,7 @@ Your steed serves you as a mount, both in combat and out, and you have an instin
|
|||
|
||||
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
|
||||
|
||||
While your steed is within 1 mile of you, you can communicate with it telepathically.
|
||||
While your steed is within 1 mile of you, you can communicate with each other telepathically.
|
||||
|
||||
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
|
||||
|
||||
|
@ -3763,7 +3762,7 @@ _3rd-level abjuration_
|
|||
|
||||
**Duration:** Until dispelled or triggered
|
||||
|
||||
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
|
||||
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
|
||||
|
||||
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
|
||||
|
||||
|
@ -4061,7 +4060,7 @@ _6th-level conjuration_
|
|||
|
||||
**Duration:** Instantaneous
|
||||
|
||||
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.
|
||||
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
|
||||
|
||||
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
|
||||
|
||||
|
@ -4441,7 +4440,7 @@ _2nd-level transmutation_
|
|||
|
||||
**Duration:** Concentration, up to 10 minutes
|
||||
|
||||
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
|
||||
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
|
||||
|
||||
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
|
||||
|
||||
|
@ -5021,7 +5020,7 @@ When a creature enters the spell’s area for the first time on a turn or starts
|
|||
|
||||
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
|
||||
|
||||
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
|
||||
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
|
||||
|
||||
**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|
||||
|
||||
|
@ -5335,13 +5334,15 @@ _9th-level abjuration_
|
|||
|
||||
**Duration:** 10 minutes
|
||||
|
||||
The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer.
|
||||
|
||||
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
|
||||
|
||||
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
|
||||
|
||||
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
|
||||
|
||||
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A _rod of cancellation_ destroys a _prismatic wall_, but an _antimagic field_ has no effect on it.
|
||||
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An _antimagic field_ has no effect on it.
|
||||
|
||||
1. **_Red_**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
|
||||
2. **_Orange_**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
|
||||
|
@ -5759,7 +5760,7 @@ _1st-level abjuration_
|
|||
|
||||
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
|
||||
|
||||
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
|
||||
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
|
||||
|
||||
##### Scorching Ray
|
||||
|
||||
|
@ -6041,7 +6042,7 @@ _7th-level illusion_
|
|||
|
||||
**Duration:** Until dispelled
|
||||
|
||||
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
|
||||
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
|
||||
|
||||
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
|
||||
|
||||
|
@ -6085,7 +6086,7 @@ Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder wi
|
|||
|
||||
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
|
||||
|
||||
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
|
||||
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
|
||||
|
||||
##### Slow
|
||||
|
||||
|
@ -6105,7 +6106,7 @@ An affected target’s speed is halved, it takes a −2 penalty to AC and Dexter
|
|||
|
||||
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
|
||||
|
||||
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
|
||||
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
|
||||
|
||||
##### Speak with Animals
|
||||
|
||||
|
@ -6287,7 +6288,7 @@ _9th-level conjuration_
|
|||
|
||||
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
|
||||
|
||||
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
|
||||
Each round you maintain concentration on this spell, the storm produces different effects on your turn.
|
||||
|
||||
**_Round 2_**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
|
||||
|
||||
|
@ -6620,7 +6621,7 @@ _9th-level transmutation_
|
|||
|
||||
**Duration:** Concentration, up to 1 hour
|
||||
|
||||
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
|
||||
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
|
||||
|
||||
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
|
||||
|
||||
|
@ -6636,7 +6637,7 @@ The target’s gear melds into the new form. The creature can’t activate, use,
|
|||
|
||||
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
|
||||
|
||||
**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
|
||||
**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
|
||||
|
||||
##### True Resurrection
|
||||
|
||||
|
@ -6652,7 +6653,7 @@ _9th-level necromancy_
|
|||
|
||||
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
|
||||
|
||||
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
|
||||
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
|
||||
|
||||
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
|
||||
|
||||
|
@ -6698,7 +6699,7 @@ _1st-level conjuration (ritual)_
|
|||
|
||||
**Duration:** 1 hour
|
||||
|
||||
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
|
||||
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
|
||||
|
||||
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
|
||||
|
|
@ -42,7 +42,7 @@ A creature suffers the effect of its current level of exhaustion as well as all
|
|||
|
||||
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
|
||||
|
||||
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
|
||||
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
|
||||
|
||||
### Frightened
|
||||
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
|
|
@ -1812,7 +1812,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal
|
|||
|
||||
**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5
|
||||
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
|
@ -236,9 +236,9 @@ _Medium beast, unaligned_
|
|||
|
||||
**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
**_Bite_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage.
|
||||
**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage.
|
||||
|
||||
**_Claws_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage.
|
||||
**_Claws_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage.
|
||||
|
||||
#### Blink Dog
|
||||
|
||||
|
@ -360,9 +360,9 @@ _Large beast, unaligned_
|
|||
|
||||
**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage.
|
||||
**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage.
|
||||
|
||||
**_Claws_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage.
|
||||
**_Claws_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage.
|
||||
|
||||
#### Camel
|
||||
|
||||
|
@ -2320,7 +2320,7 @@ _Large beast, unaligned_
|
|||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 18 (+4) | 14 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 8 (−1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
@ -2352,7 +2352,7 @@ _Tiny beast, unaligned_
|
|||
**Speed** 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|--------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------ | ------ |
|
||||
| 2 (−4) | 11 (+0) | 8 (−1) | 1 (−5) | 8 (−1) | 2 (−4) |
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 9
|
||||
|
@ -2376,7 +2376,7 @@ _Tiny beast, unaligned_
|
|||
**Speed** 0 ft., swim 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|---------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------- | ------ |
|
||||
| 1 (−5) | 12 (+1) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
@ -2398,7 +2398,7 @@ _Tiny beast, unaligned_
|
|||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|---------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------- | ------ |
|
||||
| 2 (−4) | 14 (+2) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) |
|
||||
|
||||
**Skills** Stealth +4
|
||||
|
@ -2430,7 +2430,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 0 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
| ------ | ------- | ------- | ------ | ------- | ------ |
|
||||
| 5 (−3) | 15 (+2) | 10 (+0) | 2 (−4) | 12 (+1) | 4 (−3) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
@ -2464,7 +2464,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|--------|--------|
|
||||
| ------ | ------- | ------- | ------ | ------ | ------ |
|
||||
| 3 (−4) | 13 (+1) | 10 (+0) | 1 (−5) | 7 (−2) | 1 (−5) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
@ -2513,7 +2513,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
| ------ | ------- | ------- | ------ | ------- | ------ |
|
||||
| 8 (−1) | 18 (+4) | 11 (+0) | 1 (−5) | 10 (+0) | 3 (−4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
@ -2543,7 +2543,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|--------|--------|--------|--------|
|
||||
| ------- | ------- | ------ | ------ | ------ | ------ |
|
||||
| 13 (+1) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (−2) | 2 (−4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
@ -2577,7 +2577,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|---------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------- | ------ |
|
||||
| 9 (−1) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 3 (−4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
@ -2609,7 +2609,7 @@ _Medium swarm of Tiny beasts, unaligned_
|
|||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|---------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------- | ------ |
|
||||
| 6 (−2) | 14 (+2) | 8 (−1) | 3 (−4) | 12 (+1) | 6 (−2) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
@ -2641,7 +2641,7 @@ _Large beast, unaligned_
|
|||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 17 (+3) | 15 (+2) | 14 (+2) | 3 (−4) | 12 (+1) | 8 (−1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
@ -2675,7 +2675,7 @@ _Medium beast, unaligned_
|
|||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
| ------ | ------- | ------- | ------ | ------- | ------ |
|
||||
| 7 (−2) | 10 (+0) | 13 (+1) | 2 (−4) | 12 (+1) | 4 (−3) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
@ -2705,7 +2705,7 @@ _Large beast, unaligned_
|
|||
**Speed** 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 18 (+4) | 12 (+1) | 13 (+1) | 2 (−4) | 12 (+1) | 7 (−2) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
@ -2731,7 +2731,7 @@ _Tiny beast, unaligned_
|
|||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|---------|--------|
|
||||
| ------ | ------- | ------ | ------ | ------- | ------ |
|
||||
| 3 (−4) | 16 (+3) | 8 (−1) | 2 (−4) | 12 (+1) | 3 (−4) |
|
||||
|
||||
**Skills** Perception +3, Stealth +5
|
||||
|
@ -2759,7 +2759,7 @@ _Large monstrosity, neutral evil_
|
|||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 18 (+4) | 13 (+1) | 14 (+2) | 7 (−2) | 12 (+1) | 8 (−1) |
|
||||
|
||||
**Skills** Perception +5, Stealth +3
|
||||
|
@ -2793,7 +2793,7 @@ _Medium beast, unaligned_
|
|||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 12 (+1) | 15 (+2) | 12 (+1) | 3 (−4) | 12 (+1) | 6 (−2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
@ -2823,7 +2823,7 @@ _Large monstrosity, neutral evil_
|
|||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| ------- | ------- | ------- | ------ | ------- | ------ |
|
||||
| 16 (+3) | 13 (+1) | 13 (+1) | 7 (−2) | 11 (+0) | 8 (−1) |
|
||||
|
||||
**Skills** Perception +4
|
Loading…
Add table
Reference in a new issue