diff --git a/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook b/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook index e5839d2..30536b1 100644 --- a/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook +++ b/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook @@ -8804,13 +8804,14 @@ At 18th level, the range of this aura increases to 30 feet. - -
- Purity of Spirit - - Beginning at 15th level, you are always under the effects of - a protection from evil and good spell. - +
+ Purity of Spirit + + Beginning at 15th level, you are always under the effects + of a protection from evil and good + spell. + +
Holy Nimbus @@ -15024,1182 +15025,1181 @@
Customizations -
- Multiclassing + + +
+
+ Multiclassing + + Multiclassing allows you to gain levels in multiple classes. Doing + so lets you mix the abilities of those classes to realize a + character concept that might not be reflected in one of the + standard class options. + + + With this rule, you have the option of gaining a level in a new + class whenever you advance in level, instead of gaining a level in + your current class. Your levels in all your classes are added + together to determine your character level. For example, if you + have three levels in wizard and two in fighter, you’re a 5th-level + character. + + + As you advance in levels, you might primarily remain a member of + your original class with just a few levels in another class, or + you might change course entirely, never looking back at the class + you left behind. You might even start progressing in a third or + fourth class. Compared to a single-class character of the same + level, you’ll sacrifice some focus in exchange for versatility. + +
+ Prerequisites - Multiclassing allows you to gain levels in multiple classes. - Doing so lets you mix the abilities of those classes to realize - a character concept that might not be reflected in one of the - standard class options. + To qualify for a new class, you must meet the ability score + prerequisites for both your current class and your new one, as + shown in the Multiclassing Prerequisites table. For example, a + barbarian who decides to multiclass into the druid class must + have both Strength and Wisdom scores of 13 or higher. Without + the full training that a beginning character receives, you must + be a quick study in your new class, having a natural aptitude + that is reflected by higher- than-average ability scores. - With this rule, you have the option of gaining a level in a new - class whenever you advance in level, instead of gaining a level - in your current class. Your levels in all your classes are added - together to determine your character level. For example, if you - have three levels in wizard and two in fighter, you’re a - 5th-level character. + Table- Multiclassing + Prerequisites - - As you advance in levels, you might primarily remain a member of - your original class with just a few levels in another class, or - you might change course entirely, never looking back at the - class you left behind. You might even start progressing in a - third or fourth class. Compared to a single-class character of - the same level, you’ll sacrifice some focus in exchange for - versatility. - -
- Prerequisites - - To qualify for a new class, you must meet the ability score - prerequisites for both your current class and your new one, as - shown in the Multiclassing Prerequisites table. For example, a - barbarian who decides to multiclass into the druid class must - have both Strength and Wisdom scores of 13 or higher. Without - the full training that a beginning character receives, you - must be a quick study in your new class, having a natural - aptitude that is reflected by higher- than-average ability - scores. - - - Table- Multiclassing - Prerequisites - - - - - - - - - Class - - - Ability Score Min. - - - - - - - Barbarian - - - Strength 13 - - - - - Bard - - - Charisma 13 - - - - - Cleric - - - Wisdom 13 - - - - - Druid - - - Wisdom 13 - - - - - Fighter - - - Strength 13 or Dexterity 13 - - - - - Monk - - - Dexterity 13 and Wisdom 13 - - - - - Paladin - - - Strength 13 and Charisma 13 - - - - - Ranger - - - Dexterity 13 and Wisdom 13 - - - - - Rogue - - - Dexterity 13 - - - - - Sorcerer - - - Charisma 13 - - - - - Warlock - - - Charisma 13 - - - - - Wizard - - - Intelligence 13 - - - - - - - - - - - -
-
- Experience Points - - The experience point cost to gain a level is always based on - your total character level, as shown in the Character - Advancement table, not your level in a particular class. So, - if you are a cleric 6/fighter 1, you must gain enough XP to - reach 8th level before you can take your second level as a - fighter or your seventh level as a cleric. - -
-
- Hit Points and Hit Dice - - You gain the hit points from your new class as described for - levels after 1st. You gain the 1st-level hit points for a - class only when you are a 1st-level character. - - - You add together the Hit Dice granted by all your classes to - form your pool of Hit Dice. If the Hit Dice are the same die - type, you can simply pool them together. For example, both the - fighter and the paladin have a d10, so if you are a paladin - 5/fighter 5, you have ten d10 Hit Dice. If your classes give - you Hit Dice of different types, keep track of them - separately. If you are a paladin 5/cleric 5, for example, you - have five d10 Hit Dice and five d8 Hit Dice. - -
-
- Proficiency Bonus - - Your proficiency bonus is always based on your total character - level, as shown in the Character Advancement table in chapter - 1, not your level in a particular class. For example, if you - are a fighter 3/rogue 2, you have the proficiency bonus of a - 5th- level character, which is +3. - -
-
- Proficiencies - - When you gain your first level in a class other than your - initial class, you gain only some of new class’s starting - proficiencies, as shown in the Multiclassing Proficiencies - table. - - - Table- Multiclassing - Proficiencies - - - - - - - - - Class - - - Proficiencies Gained - - - - - - - Barbarian - - - Shields, simple weapons, martial weapons - - - - - Bard - - - Light armor, one skill of your choice, one musical - instrument of your choice - - - - - Cleric - - - Light armor, medium armor, shields - - - - - Druid - - - Light armor, medium armor, shields (druids will not - wear armor or use shields made of metal) - - - - - Fighter - - - Light armor, medium armor, shields, simple weapons, - martial weapons - - - - - Monk - - - Simple weapons, shortswords - - - - - Paladin - - - Light armor, medium armor, shields, simple weapons, - martial weapons - - - - - Ranger - - - Light armor, medium armor, shields, simple weapons, - martial weapons, one skill from the class’s skill list - - - - - Rogue - - - Light armor, one skill from the class’s skill list, - thieves’ tools - - - - - Sorcerer - - - - - - - - - Warlock - - - Light armor, simple weapons - - - - - Wizard - - - - - - - - - - - - - - - -
+ + + + + + + + Class + + + Ability Score Min. + + + + + + + Barbarian + + + Strength 13 + + + + + Bard + + + Charisma 13 + + + + + Cleric + + + Wisdom 13 + + + + + Druid + + + Wisdom 13 + + + + + Fighter + + + Strength 13 or Dexterity 13 + + + + + Monk + + + Dexterity 13 and Wisdom 13 + + + + + Paladin + + + Strength 13 and Charisma 13 + + + + + Ranger + + + Dexterity 13 and Wisdom 13 + + + + + Rogue + + + Dexterity 13 + + + + + Sorcerer + + + Charisma 13 + + + + + Warlock + + + Charisma 13 + + + + + Wizard + + + Intelligence 13 + + + + + + + + + + +
-
- Class Features +
+ Experience Points - 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. + The experience point cost to gain a level is always based on + your total character level, as shown in the Character + Advancement table, not your level in a particular class. So, if + you are a cleric 6/fighter 1, you must gain enough XP to reach + 8th level before you can take your second level as a fighter or + your seventh level as a cleric. -
- Channel Divinity - - If you already have the Channel Divinity feature and gain a - level in a class that also grants the feature, you gain the - Channel Divinity effects granted by that class, but getting - the feature again doesn’t give you an additional use of it. - You gain additional uses only when you reach a class level - that explicitly grants them to you. For example, if you are a - cleric 6/paladin 4, you can use Channel Divinity twice between - rests because you are high enough level in the cleric class to - have more uses. Whenever you use the feature, you can choose - any of the Channel Divinity effects available to you from your - two classes. - -
-
- Extra Attack - - If you gain the Extra Attack class feature from more than one - class, the features don’t add together. You can’t make more - than two attacks with this feature unless it says you do (as - the fighter’s version of Extra Attack does). Similarly, the - warlock’s eldritch invocation Thirsting Blade doesn’t give you - additional attacks if you also have Extra Attack. - -
-
- Unarmored Defense - - If you already have the Unarmored Defense feature, you can’t - gain it again from another class. - -
-
- Spellcasting - - Your capacity for spellcasting depends partly on your combined - levels in all your spellcasting classes and partly on your - individual levels in those classes. Once you have the - Spellcasting feature from more than one class, use the rules - below. If you multiclass but have the Spellcasting feature - from only one class, you follow the rules as described in that - class. - - - Spells Known and - Prepared. You determine what spells you - know and can prepare for each class individually, as if you - were a single-classed member of that class. If you are a - ranger 4/wizard 3, for example, you know three 1st-level - ranger spells based on your levels in the ranger class. As - 3rd-level wizard, you know three wizard cantrips, and your - spellbook contains ten wizard spells, two of which (the two - you gained when you reached 3rd level as a wizard) can be - 2nd-level spells. If your Intelligence is 16, you can prepare - six wizard spells from your spellbook. - - - Each spell you know and prepare is associated with one of your - classes, and you use the spellcasting ability of that class - when you cast the spell. Similarly, a spellcasting focus, such - as a holy symbol, can be used only for the spells from the - class associated with that focus. - - - 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 - - - Spell - Slots. You determine your available - spell slots by adding together all your levels in the bard, - cleric, druid, sorcerer, and wizard classes, and half your - levels (rounded down) in the paladin and ranger classes. Use - this total to determine your spell slots by consulting the - Multiclass Spellcaster table. - - - If you have more than one spellcasting class, this table might - give you spell slots of a level that is higher than the spells - you know or can prepare. You can use those slots, but only to - cast your lower-level spells. If a lower-level spell that you - cast, like burning hands, has an enhanced - effect when cast using a higher-level slot, you can use the - enhanced effect, even though you don’t have any spells of that - higher level. - - - For example, if you are the aforementioned ranger 4/wizard 3, - you count as a 5th-level character when determining your spell - slots: you have four 1st-level slots, three 2nd-level slots, - and two 3rd-level slots. However, you don’t know any 3rd-level - spells, nor do you know any 2nd-level ranger spells. You can - use the spell slots of those levels to cast the spells you do - know-and potentially enhance their effects. - - - Pact - Magic. If you have both the Spellcasting - class feature and the Pact Magic class feature from the - warlock class, you can use the spell slots you gain from the - Pact Magic feature to cast spells you know or have prepared - from classes with the Spellcasting class feature, and you can - use the spell slots you gain from the Spellcasting class - feature to cast warlock spells you know. - - - Table- Multiclass Spellcaster: Spell - Slots per Spell Level - - - - - - - - - - - - - - - - - Level - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
+
+ Hit Points and Hit Dice + + You gain the hit points from your new class as described for + levels after 1st. You gain the 1st-level hit points for a class + only when you are a 1st-level character. + + + You add together the Hit Dice granted by all your classes to + form your pool of Hit Dice. If the Hit Dice are the same die + type, you can simply pool them together. For example, both the + fighter and the paladin have a d10, so if you are a paladin + 5/fighter 5, you have ten d10 Hit Dice. If your classes give you + Hit Dice of different types, keep track of them separately. If + you are a paladin 5/cleric 5, for example, you have five d10 Hit + Dice and five d8 Hit Dice. + +
+
+ Proficiency Bonus + + Your proficiency bonus is always based on your total character + level, as shown in the Character Advancement table in chapter 1, + not your level in a particular class. For example, if you are a + fighter 3/rogue 2, you have the proficiency bonus of a 5th- + level character, which is +3. + +
+
+ Proficiencies + + When you gain your first level in a class other than your + initial class, you gain only some of new class’s starting + proficiencies, as shown in the Multiclassing Proficiencies + table. + + + Table- Multiclassing + Proficiencies + + + + + + + + + Class + + + Proficiencies Gained + + + + + + + Barbarian + + + Shields, simple weapons, martial weapons + + + + + Bard + + + Light armor, one skill of your choice, one musical + instrument of your choice + + + + + Cleric + + + Light armor, medium armor, shields + + + + + Druid + + + Light armor, medium armor, shields (druids will not wear + armor or use shields made of metal) + + + + + Fighter + + + Light armor, medium armor, shields, simple weapons, + martial weapons + + + + + Monk + + + Simple weapons, shortswords + + + + + Paladin + + + Light armor, medium armor, shields, simple weapons, + martial weapons + + + + + Ranger + + + Light armor, medium armor, shields, simple weapons, + martial weapons, one skill from the class’s skill list + + + + + Rogue + + + Light armor, one skill from the class’s skill list, + thieves’ tools + + + + + Sorcerer + + + - + + + + + Warlock + + + Light armor, simple weapons + + + + + Wizard + + + - + + + + + + + + + + + +
+
+
+ Class Features + + When you gain a new level in a class, you get its features for + that level. You don’t, however, receive the class’s starting + equipment, and a few features have additional rules when you’re + multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, + and Spellcasting. + +
+ Channel Divinity + + If you already have the Channel Divinity feature and gain a + level in a class that also grants the feature, you gain the + Channel Divinity effects granted by that class, but getting the + feature again doesn’t give you an additional use of it. You gain + additional uses only when you reach a class level that + explicitly grants them to you. For example, if you are a cleric + 6/paladin 4, you can use Channel Divinity twice between rests + because you are high enough level in the cleric class to have + more uses. Whenever you use the feature, you can choose any of + the Channel Divinity effects available to you from your two + classes. + +
+
+ Extra Attack + + If you gain the Extra Attack class feature from more than one + class, the features don’t add together. You can’t make more than + two attacks with this feature unless it says you do (as the + fighter’s version of Extra Attack does). Similarly, the + warlock’s eldritch invocation Thirsting Blade doesn’t give you + additional attacks if you also have Extra Attack. + +
+
+ Unarmored Defense + + If you already have the Unarmored Defense feature, you can’t + gain it again from another class. + +
+
+ Spellcasting + + Your capacity for spellcasting depends partly on your combined + levels in all your spellcasting classes and partly on your + individual levels in those classes. Once you have the + Spellcasting feature from more than one class, use the rules + below. If you multiclass but have the Spellcasting feature from + only one class, you follow the rules as described in that class. + + + Spells Known and + Prepared. You determine what spells you + know and can prepare for each class individually, as if you were + a single-classed member of that class. If you are a ranger + 4/wizard 3, for example, you know three 1st-level ranger spells + based on your levels in the ranger class. As 3rd-level wizard, + you know three wizard cantrips, and your spellbook contains ten + wizard spells, two of which (the two you gained when you reached + 3rd level as a wizard) can be 2nd-level spells. If your + Intelligence is 16, you can prepare six wizard spells from your + spellbook. + + + Each spell you know and prepare is associated with one of your + classes, and you use the spellcasting ability of that class when + you cast the spell. Similarly, a spellcasting focus, such as a + holy symbol, can be used only for the spells from the class + associated with that focus. + + + 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 + + + Spell + Slots. You determine your available spell + slots by adding together all your levels in the bard, cleric, + druid, sorcerer, and wizard classes, and half your levels + (rounded down) in the paladin and ranger classes. Use this total + to determine your spell slots by consulting the Multiclass + Spellcaster table. + + + If you have more than one spellcasting class, this table might + give you spell slots of a level that is higher than the spells + you know or can prepare. You can use those slots, but only to + cast your lower-level spells. If a lower-level spell that you + cast, like burning hands, has an enhanced + effect when cast using a higher-level slot, you can use the + enhanced effect, even though you don’t have any spells of that + higher level. + + + For example, if you are the aforementioned ranger 4/wizard 3, + you count as a 5th-level character when determining your spell + slots: you have four 1st-level slots, three 2nd-level slots, and + two 3rd-level slots. However, you don’t know any 3rd-level + spells, nor do you know any 2nd-level ranger spells. You can use + the spell slots of those levels to cast the spells you do + know-and potentially enhance their effects. + + + Pact + Magic. If you have both the Spellcasting + class feature and the Pact Magic class feature from the warlock + class, you can use the spell slots you gain from the Pact Magic + feature to cast spells you know or have prepared from classes + with the Spellcasting class feature, and you can use the spell + slots you gain from the Spellcasting class feature to cast + warlock spells you know. + + + Table- Multiclass Spellcaster: Spell + Slots per Spell Level + + + + + + + + + + + + + + + + + Level + + + 1st + + + 2nd + + + 3rd + + + 4th + + + 5th + + + 6th + + + 7th + + + 8th + + + 9th + + + + + + + 1st + + + 2 + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 2nd + + + 3 + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 3rd + + + 4 + + + 2 + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 4th + + + 4 + + + 3 + + + - + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 5th + + + 4 + + + 3 + + + 2 + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 6th + + + 4 + + + 3 + + + 3 + + + - + + + - + + + - + + + - + + + - + + + - + + + + + 7th + + + 4 + + + 3 + + + 3 + + + 1 + + + - + + + - + + + - + + + - + + + - + + + + + 8th + + + 4 + + + 3 + + + 3 + + + 2 + + + - + + + - + + + - + + + - + + + - + + + + + 9th + + + 4 + + + 3 + + + 3 + + + 3 + + + 1 + + + - + + + - + + + - + + + - + + + + + 10th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + - + + + - + + + - + + + - + + + + + 11th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + - + + + - + + + - + + + + + 12th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + - + + + - + + + - + + + + + 13th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + - + + + - + + + + + 14th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + - + + + - + + + + + 15th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + 1 + + + - + + + + + 16th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + 1 + + + - + + + + + 17th + + + 4 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + 1 + + + 1 + + + + + 18th + + + 4 + + + 3 + + + 3 + + + 3 + + + 3 + + + 1 + + + 1 + + + 1 + + + 1 + + + + + 19th + + + 4 + + + 3 + + + 3 + + + 3 + + + 3 + + + 2 + + + 1 + + + 1 + + + 1 + + + + + 20th + + + 4 + + + 3 + + + 3 + + + 3 + + + 3 + + + 2 + + + 2 + + + 1 + + + 1 + + + + + + + + + + + + + + + + + + + + + + + + + + +
@@ -16254,376 +16254,376 @@
Personalization -
- Alignment + + +
+
+ Alignment + + A typical creature in the game world has an alignment, which + broadly describes its moral and personal attitudes. Alignment is a + combination of two factors: one identifies morality (good, evil, + or neutral), and the other describes attitudes toward society and + order (lawful, chaotic, or neutral). Thus, nine distinct + alignments define the possible combinations. + + + These brief summaries of the nine alignments describe the typical + behavior of a creature with that alignment. Individuals might vary + significantly from that typical behavior, and few people are + perfectly and consistently faithful to the precepts of their + alignment. + + + Lawful good (LG) creatures can + be counted on to do the right thing as expected by society. Gold + dragons, paladins, and most dwarves are lawful good. + + + Neutral good (NG) folk do the + best they can to help others according to their needs. Many + celestials, some cloud giants, and most gnomes are neutral good. + + + Chaotic good (CG) creatures act + as their conscience directs, with little regard for what others + expect. Copper dragons, many elves, and unicorns are chaotic good. + + + Lawful neutral (LN) individuals + act in accordance with law, tradition, or personal codes. Many + monks and some wizards are lawful neutral. + + + Neutral (N) is the alignment of + those who prefer to steer clear of moral questions and don’t take + sides, doing what seems best at the time. Lizardfolk, most druids, + and many humans are neutral. + + + Chaotic neutral (CN) creatures + follow their whims, holding their personal freedom above all else. + Many barbarians and rogues, and some bards, are chaotic neutral. + + + Lawful evil (LE) creatures + methodically take what they want, within the limits of a code of + tradition, loyalty, or order. Devils, blue dragons, and hobgoblins + are lawful evil. + + + Neutral evil (NE) is the + alignment of those who do whatever they can get away with, without + compassion or qualms. Many drow, some cloud giants, and goblins + are neutral evil. + + + Chaotic evil (CE) creatures act + with arbitrary violence, spurred by their greed, hatred, or + bloodlust. Demons, red dragons, and orcs are chaotic evil. + +
+ Alignment in the Multiverse - A typical creature in the game world has an alignment, which - broadly describes its moral and personal attitudes. Alignment is - a combination of two factors: one identifies morality (good, - evil, or neutral), and the other describes attitudes toward - society and order (lawful, chaotic, or neutral). Thus, nine - distinct alignments define the possible combinations. + For many thinking creatures, alignment is a moral choice. + Humans, dwarves, elves, and other humanoid races can choose + whether to follow the paths of good or evil, law or chaos. + According to myth, the good- aligned gods who created these + races gave them free will to choose their moral paths, knowing + that good without free will is slavery. - These brief summaries of the nine alignments describe the - typical behavior of a creature with that alignment. Individuals - might vary significantly from that typical behavior, and few - people are perfectly and consistently faithful to the precepts - of their alignment. + The evil deities who created other races, though, made those + races to serve them. Those races have strong inborn tendencies + that match the nature of their gods. Most orcs share the + violent, savage nature of the orc gods, and are thus inclined + toward evil. Even if an orc chooses a good alignment, it + struggles against its innate tendencies for its entire life. + (Even half-orcs feel the lingering pull of the orc god’s + influence.) - Lawful good (LG) creatures - can be counted on to do the right thing as expected by society. - Gold dragons, paladins, and most dwarves are lawful good. + Alignment is an essential part of the nature of celestials and + fiends. A devil does not choose to be lawful evil, and it + doesn’t tend toward lawful evil, but rather it is lawful evil in + its essence. If it somehow ceased to be lawful evil, it would + cease to be a devil. - Neutral good (NG) folk do the - best they can to help others according to their needs. Many - celestials, some cloud giants, and most gnomes are neutral good. + Most creatures that lack the capacity for rational thought do + not have alignments-they are + unaligned. Such a creature is + incapable of making a moral or ethical choice and acts according + to its bestial nature. Sharks are savage predators, for example, + but they are not evil; they have no alignment. - - Chaotic good (CG) creatures - act as their conscience directs, with little regard for what - others expect. Copper dragons, many elves, and unicorns are - chaotic good. - - - Lawful neutral (LN) - individuals act in accordance with law, tradition, or personal - codes. Many monks and some wizards are lawful neutral. - - - Neutral (N) is the alignment - of those who prefer to steer clear of moral questions and don’t - take sides, doing what seems best at the time. Lizardfolk, most - druids, and many humans are neutral. - - - Chaotic neutral (CN) - creatures follow their whims, holding their personal freedom - above all else. Many barbarians and rogues, and some bards, are - chaotic neutral. - - - Lawful evil (LE) creatures - methodically take what they want, within the limits of a code of - tradition, loyalty, or order. Devils, blue dragons, and - hobgoblins are lawful evil. - - - Neutral evil (NE) is the - alignment of those who do whatever they can get away with, - without compassion or qualms. Many drow, some cloud giants, and - goblins are neutral evil. - - - Chaotic evil (CE) creatures - act with arbitrary violence, spurred by their greed, hatred, or - bloodlust. Demons, red dragons, and orcs are chaotic evil. - -
- Alignment in the Multiverse - - For many thinking creatures, alignment is a moral choice. - Humans, dwarves, elves, and other humanoid races can choose - whether to follow the paths of good or evil, law or chaos. - According to myth, the good- aligned gods who created these - races gave them free will to choose their moral paths, knowing - that good without free will is slavery. - - - The evil deities who created other races, though, made those - races to serve them. Those races have strong inborn tendencies - that match the nature of their gods. Most orcs share the - violent, savage nature of the orc gods, and are thus inclined - toward evil. Even if an orc chooses a good alignment, it - struggles against its innate tendencies for its entire life. - (Even half-orcs feel the lingering pull of the orc god’s - influence.) - - - Alignment is an essential part of the nature of celestials and - fiends. A devil does not choose to be lawful evil, and it - doesn’t tend toward lawful evil, but rather it is lawful evil - in its essence. If it somehow ceased to be lawful evil, it - would cease to be a devil. - - - Most creatures that lack the capacity for rational thought do - not have alignments-they are - unaligned. Such a creature - is incapable of making a moral or ethical choice and acts - according to its bestial nature. Sharks are savage predators, - for example, but they are not evil; they have no alignment. - -
-
-
- Languages - - Your race indicates the languages your character can speak by - default, and your background might give you access to one or - more additional languages of your choice. Note these languages - on your character sheet. - - - Choose your languages from the Standard Languages table, or - choose one that is common in your campaign. With your GM’s - permission, you can instead choose a language from the Exotic - Languages table or a secret language, such as thieves’ cant or - the tongue of druids. - - - Some of these languages are actually families of languages with - many dialects. For example, the Primordial language includes the - Auran, Aquan, Ignan, and Terran dialects, one for each of the - four elemental planes. Creatures that speak different dialects - of the same language can communicate with one another. - - - Table- Standard Languages - - - - - - - - - - Language - - - Typical Speakers - - - Script - - - - - - - Common - - - Humans - - - Common - - - - - Dwarvish - - - Dwarves - - - Dwarvish - - - - - Elvish - - - Elves - - - Elvish - - - - - Giant - - - Ogres, giants - - - Dwarvish - - - - - Gnomish - - - Gnomes - - - Dwarvish - - - - - Goblin - - - Goblinoids - - - Dwarvish - - - - - Halfling - - - Halflings - - - Common - - - - - Orc - - - Orcs - - - Dwarvish - - - - - - - - - - - - - - - Table- Exotic Languages - - - - - - - - - - Language - - - Typical Speakers - - - Script - - - - - - - Abyssal - - - Demons - - - Infernal - - - - - Celestial - - - Celestials - - - Celestial - - - - - Draconic - - - Dragons, dragonborn - - - Draconic - - - - - Deep Speech - - - Aboleths, cloakers - - - - - - - - - Infernal - - - Devils - - - Infernal - - - - - Primordial - - - Elementals - - - Dwarvish - - - - - Sylvan - - - Fey creatures - - - Elvish - - - - - Undercommon - - - Underworld traders - - - Elvish - - - - - - - - - - - - -
+
+ Languages + + Your race indicates the languages your character can speak by + default, and your background might give you access to one or more + additional languages of your choice. Note these languages on your + character sheet. + + + Choose your languages from the Standard Languages table, or choose + one that is common in your campaign. With your GM’s permission, + you can instead choose a language from the Exotic Languages table + or a secret language, such as thieves’ cant or the tongue of + druids. + + + Some of these languages are actually families of languages with + many dialects. For example, the Primordial language includes the + Auran, Aquan, Ignan, and Terran dialects, one for each of the four + elemental planes. Creatures that speak different dialects of the + same language can communicate with one another. + + + Table- Standard Languages + + + + + + + + + + Language + + + Typical Speakers + + + Script + + + + + + + Common + + + Humans + + + Common + + + + + Dwarvish + + + Dwarves + + + Dwarvish + + + + + Elvish + + + Elves + + + Elvish + + + + + Giant + + + Ogres, giants + + + Dwarvish + + + + + Gnomish + + + Gnomes + + + Dwarvish + + + + + Goblin + + + Goblinoids + + + Dwarvish + + + + + Halfling + + + Halflings + + + Common + + + + + Orc + + + Orcs + + + Dwarvish + + + + + + + + + + + + + + + Table- Exotic Languages + + + + + + + + + + Language + + + Typical Speakers + + + Script + + + + + + + Abyssal + + + Demons + + + Infernal + + + + + Celestial + + + Celestials + + + Celestial + + + + + Draconic + + + Dragons, dragonborn + + + Draconic + + + + + Deep Speech + + + Aboleths, cloakers + + + - + + + + + Infernal + + + Devils + + + Infernal + + + + + Primordial + + + Elementals + + + Dwarvish + + + + + Sylvan + + + Fey creatures + + + Elvish + + + + + Undercommon + + + Underworld traders + + + Elvish + + + + + + + + + + + + + +
Inspiration @@ -16777,11 +16777,16 @@ Skill Proficiencies: Insight, - Religion Languages: Two of - your choice Equipment: A holy - symbol (a gift to you when you entered the priesthood), a prayer - book or prayer wheel, 5 sticks of incense, vestments, a set of - common clothes, and a pouch containing 15 gp + Religion + + + Languages: Two of your choice + + + Equipment: A holy symbol (a + gift to you when you entered the priesthood), a prayer book or + prayer wheel, 5 sticks of incense, vestments, a set of common + clothes, and a pouch containing 15 gp
Feature: Shelter of the Faithful @@ -22631,177 +22636,352 @@ play more often than their associated scores.
-
- Advantage and Disadvantage +
+
+ Advantage and Disadvantage + + Sometimes a special ability or spell tells you that you have + advantage or disadvantage on an ability check, a saving throw, or + an attack roll. When that happens, you roll a second d20 when you + make the roll. Use the higher of the two rolls if you have + advantage, and use the lower roll if you have disadvantage. For + example, if you have disadvantage and roll a 17 and a 5, you use + the 5. If you instead have advantage and roll those numbers, you + use the 17. + + + If multiple situations affect a roll and each one grants advantage + or imposes disadvantage on it, you don’t roll more than one + additional d20. If two favorable situations grant advantage, for + example, you still roll only one additional d20. + + + 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. + + + 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. + + + You usually gain advantage or disadvantage through the use of + special abilities, actions, or spells. Inspiration can also give a + character advantage. The + + + GM can also decide that circumstances influence a roll in one + direction or the other and grant advantage or impose disadvantage + as a result. + +
+
+ Proficiency Bonus + + Characters have a proficiency bonus determined by level. Monsters + also have this bonus, which is incorporated in their stat blocks. + The bonus is used in the rules on ability checks, saving throws, + and attack rolls. + + + Your proficiency bonus can’t be added to a single die roll or + other number more than once. For example, if two different rules + say you can add your proficiency bonus to a Wisdom saving throw, + you nevertheless add the bonus only once when you make the save. + + + Occasionally, your proficiency bonus might be multiplied or + divided (doubled or halved, for example) before you apply it. For + example, the rogue’s Expertise feature doubles the proficiency + bonus for certain ability checks. If a circumstance suggests that + your proficiency bonus applies more than once to the same roll, + you still add it only once and multiply or divide it only once. + + + By the same token, if a feature or effect allows you to multiply + your proficiency bonus when making an ability check that wouldn’t + normally benefit from your proficiency bonus, you still don’t add + the bonus to the check. For that check your proficiency bonus is + 0, given the fact that multiplying 0 by any number is still 0. For + instance, if you lack proficiency in the History skill, you gain + no benefit from a feature that lets you double your proficiency + bonus when you make Intelligence (History) checks. + + + In general, you don’t multiply your proficiency bonus for attack + rolls or saving throws. If a feature or effect allows you to do + so, these same rules apply. + +
+
+ Ability Checks + + An ability check tests a character’s or monster’s innate talent + and training in an effort to overcome a challenge. The GM calls + for an ability check when a character or monster attempts an + action (other than an attack) that has a chance of failure. When + the outcome is uncertain, the dice determine the results. + + + For every ability check, the GM decides which of the six abilities + is relevant to the task at hand and the difficulty of the task, + represented by a Difficulty Class. + + + The more difficult a task, the higher its DC. The Typical + Difficulty Classes table shows the most common DCs. + + + Table- Difficulty Classes + + + + + + + + + Task Difficulty + + + DC + + + + + + + Very easy + + + 5 + + + + + Easy + + + 10 + + + + + Medium + + + 15 + + + + + Hard + + + 20 + + + + + Very hard + + + 25 + + + + + Nearly impossible + + + 30 + + + + + + + + + + + + + To make an ability check, roll a d20 and add the relevant ability + modifier. As with other d20 rolls, apply bonuses and penalties, + and compare the total to the DC. If the total equals or exceeds + the DC, the ability check is a success-the creature overcomes the + challenge at hand. Otherwise, it’s a failure, which means the + character or monster makes no progress toward the objective or + makes progress combined with a setback determined by the GM. + +
+ Contests - Sometimes a special ability or spell tells you that you have - advantage or disadvantage on an ability check, a saving throw, - or an attack roll. When that happens, you roll a second d20 when - you make the roll. Use the higher of the two rolls if you have - advantage, and use the lower roll if you have disadvantage. For - example, if you have disadvantage and roll a 17 and a 5, you use - the 5. If you instead have advantage and roll those numbers, you - use the 17. + Sometimes one character’s or monster’s efforts are directly + opposed to another’s. This can occur when both of them are + trying to do the same thing and only one can succeed, such as + attempting to snatch up a magic ring that has fallen on the + floor. This situation also applies when one of them is trying to + prevent the other one from accomplishing a goal- for example, + when a monster tries to force open a door that an adventurer is + holding closed. In situations like these, the outcome is + determined by a special form of ability check, called a contest. - If multiple situations affect a roll and each one grants - advantage or imposes disadvantage on it, you don’t roll more - than one additional d20. If two favorable situations grant - advantage, for example, you still roll only one additional d20. + Both participants in a contest make ability checks appropriate + to their efforts. They apply all appropriate bonuses and + penalties, but instead of comparing the total to a DC, they + compare the totals of their two checks. The participant with the + higher check total wins the contest. That character or monster + either succeeds at the action or prevents the other one from + succeeding. - 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. - - - 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. - - - You usually gain advantage or disadvantage through the use of - special abilities, actions, or spells. Inspiration can also give - a character advantage. The - - - GM can also decide that circumstances influence a roll in one - direction or the other and grant advantage or impose - disadvantage as a result. + If the contest results in a tie, the situation remains the same + as it was before the contest. Thus, one contestant might win the + contest by default. If two characters tie in a contest to snatch + a ring off the floor, neither character grabs it. In a contest + between a monster trying to open a door and an adventurer trying + to keep the door closed, a tie means that the door remains shut.
-
- Proficiency Bonus +
+ Skills - Characters have a proficiency bonus determined by level. - Monsters also have this bonus, which is incorporated in their - stat blocks. The bonus is used in the rules on ability checks, - saving throws, and attack rolls. + Each ability covers a broad range of capabilities, including + skills that a character or a monster can be proficient in. A + skill represents a specific aspect of an ability score, and an + individual’s proficiency in a skill demonstrates a focus on that + aspect. (A character’s starting skill proficiencies are + determined at character creation, and a monster’s skill + proficiencies appear in the monster’s stat block.) - Your proficiency bonus can’t be added to a single die roll or - other number more than once. For example, if two different rules - say you can add your proficiency bonus to a Wisdom saving throw, - you nevertheless add the bonus only once when you make the save. + For example, a Dexterity check might reflect a character’s + attempt to pull off an acrobatic stunt, to palm an object, or to + stay hidden. Each of these aspects of Dexterity has an + associated skill: Acrobatics, Sleight of Hand, and Stealth, + respectively. So a character who has proficiency in the Stealth + skill is particularly good at Dexterity checks related to + sneaking and hiding. - Occasionally, your proficiency bonus might be multiplied or - divided (doubled or halved, for example) before you apply it. - For example, the rogue’s Expertise feature doubles the - proficiency bonus for certain ability checks. If a circumstance - suggests that your proficiency bonus applies more than once to - the same roll, you still add it only once and multiply or divide - it only once. + The skills related to each ability score are shown in the + following list. (No skills are related to Constitution.) See an + ability’s description in the later sections of this section for + examples of how to use a skill associated with an ability. - By the same token, if a feature or effect allows you to multiply - your proficiency bonus when making an ability check that - wouldn’t normally benefit from your proficiency bonus, you still - don’t add the bonus to the check. For that check your - proficiency bonus is 0, given the fact that multiplying 0 by any - number is still 0. For instance, if you lack proficiency in the - History skill, you gain no benefit from a feature that lets you - double your proficiency bonus when you make Intelligence - (History) checks. - - - In general, you don’t multiply your proficiency bonus for attack - rolls or saving throws. If a feature or effect allows you to do - so, these same rules apply. - -
-
- Ability Checks - - An ability check tests a character’s or monster’s innate talent - and training in an effort to overcome a challenge. The GM calls - for an ability check when a character or monster attempts an - action (other than an attack) that has a chance of failure. When - the outcome is uncertain, the dice determine the results. - - - For every ability check, the GM decides which of the six - abilities is relevant to the task at hand and the difficulty of - the task, represented by a Difficulty Class. - - - The more difficult a task, the higher its DC. The Typical - Difficulty Classes table shows the most common DCs. - - - Table- Difficulty Classes + Table- Related Skills - + + + + - Task Difficulty + Strength - DC + Dexterity + + + Intelligence + + + Wisdom + + + Charisma - Very easy + Athletics - 5 + Acrobatics + + + Arcana + + + Animal Handling + + + Deception - Easy - 10 + Sleight of Hand + + + History + + + Insight + + + Intimidation - Medium - 15 + Stealth + + + Investigation + + + Medicine + + + Performance - Hard - 20 + + + Nature + + + Perception + + + Persuasion - Very hard - 25 - - - - - Nearly impossible - 30 + Religion - - + Survival @@ -22810,306 +22990,121 @@ - To make an ability check, roll a d20 and add the relevant - ability modifier. As with other d20 rolls, apply bonuses and - penalties, and compare the total to the DC. If the total equals - or exceeds the DC, the ability check is a success-the creature - overcomes the challenge at hand. Otherwise, it’s a failure, - which means the character or monster makes no progress toward - the objective or makes progress combined with a setback - determined by the GM. + Sometimes, the GM might ask for an ability check using a + specific skill-for example, Make a Wisdom (Perception) + check. At other times, a player might ask the GM if + proficiency in a particular skill applies to a check. In either + case, proficiency in a skill means an individual can add his or + her proficiency bonus to ability checks that involve that skill. + Without proficiency in the skill, the individual makes a normal + ability check. -
- Contests + + For example, if a character attempts to climb up a dangerous + cliff, the GM might ask for a Strength (Athletics) check. If the + character is proficient in Athletics, the character’s + proficiency bonus is added to the Strength check. If the + character lacks that proficiency, he or she just makes a + Strength check. + +
+ Variant: Skills with Different Abilities - Sometimes one character’s or monster’s efforts are directly - opposed to another’s. This can occur when both of them are - trying to do the same thing and only one can succeed, such as - attempting to snatch up a magic ring that has fallen on the - floor. This situation also applies when one of them is trying - to prevent the other one from accomplishing a goal- for - example, when a monster tries to force open a door that an - adventurer is holding closed. In situations like these, the - outcome is determined by a special form of ability check, - called a contest. - - - Both participants in a contest make ability checks appropriate - to their efforts. They apply all appropriate bonuses and - penalties, but instead of comparing the total to a DC, they - compare the totals of their two checks. The participant with - the higher check total wins the contest. That character or - monster either succeeds at the action or prevents the other - one from succeeding. - - - If the contest results in a tie, the situation remains the - same as it was before the contest. Thus, one contestant might - win the contest by default. If two characters tie in a contest - to snatch a ring off the floor, neither character grabs it. In - a contest between a monster trying to open a door and an - adventurer trying to keep the door closed, a tie means that - the door remains shut. + Normally, your proficiency in a skill applies only to a + specific kind of ability check. Proficiency in Athletics, for + example, usually applies to Strength checks. In some + situations, though, your proficiency might reasonably apply to + a different kind of check. In such cases, the GM might ask for + a check using an unusual combination of ability and skill, or + you might ask your GM if you can apply a proficiency to a + different check. For example, if you have to swim from an + offshore island to the mainland, your GM might call for a + Constitution check to see if you have the stamina to make it + that far. In this case, your GM might allow you to apply your + proficiency in Athletics and ask for a Constitution + (Athletics) check. So if you’re proficient in Athletics, you + apply your proficiency bonus to the Constitution check just as + you would normally do for a Strength (Athletics) check. + Similarly, when your half-orc barbarian uses a display of raw + strength to intimidate an enemy, your GM might ask for a + Strength (Intimidation) check, even though Intimidation is + normally associated with Charisma.
-
- Skills +
+
+ Passive Checks + + A passive check is a special kind of ability check that doesn’t + involve any die rolls. Such a check can represent the average + result for a task done repeatedly, such as searching for secret + doors over and over again, or can be used when the GM wants to + secretly determine whether the characters succeed at something + without rolling dice, such as noticing a hidden monster. + + + Here’s how to determine a character’s total for a passive check: + + + 10 + all modifiers that normally apply to the check + + + If the character has advantage on the check, add 5. For + disadvantage, subtract 5. The game refers to a passive check + total as a score. + + + For example, if a 1st-level character has a Wisdom of 15 and + proficiency in Perception, he or she has a passive Wisdom + (Perception) score of 14. + + + The rules on hiding in the Dexterity section + below rely on passive checks, as do the exploration rules. + +
+
+ Working Together + + Sometimes two or more characters team up to attempt a task. The + character who’s leading the effort-or the one with the highest + ability modifier-can make an ability check with advantage, + reflecting the help provided by the other characters. In combat, + this requires the Help action. + + + A character can only provide help if the task is one that he or + she could attempt alone. For example, trying to open a lock + requires proficiency with thieves’ tools, so a character who + lacks that proficiency can’t help another character in that + task. Moreover, a character can help only when two or more + individuals working together would actually be productive. Some + tasks, such as threading a needle, are no easier with help. + +
+ Group Checks - Each ability covers a broad range of capabilities, including - skills that a character or a monster can be proficient in. A - skill represents a specific aspect of an ability score, and an - individual’s proficiency in a skill demonstrates a focus on - that aspect. (A character’s starting skill proficiencies are - determined at character creation, and a monster’s skill - proficiencies appear in the monster’s stat block.) + When a number of individuals are trying to accomplish + something as a group, the GM might ask for a group ability + check. In such a situation, the characters who are skilled at + a particular task help cover those who aren’t. - For example, a Dexterity check might reflect a character’s - attempt to pull off an acrobatic stunt, to palm an object, or - to stay hidden. Each of these aspects of Dexterity has an - associated skill: Acrobatics, Sleight of Hand, and Stealth, - respectively. So a character who has proficiency in the - Stealth skill is particularly good at Dexterity checks related - to sneaking and hiding. + To make a group ability check, everyone in the group makes the + ability check. If at least half the group succeeds, the whole + group succeeds. Otherwise, the group fails. - The skills related to each ability score are shown in the - following list. (No skills are related to Constitution.) See - an ability’s description in the later sections of this section - for examples of how to use a skill associated with an ability. + Group checks don’t come up very often, and they’re most useful + when all the characters succeed or fail as a group. For + example, when adventurers are navigating a swamp, the GM might + call for a group Wisdom (Survival) check to see if the + characters can avoid the quicksand, sinkholes, and other + natural hazards of the environment. If at least half the group + succeeds, the successful characters are able to guide their + companions out of danger. Otherwise, the group stumbles into + one of these hazards. - - Table- Related Skills - - - - - - - - - - - - Strength - - - Dexterity - - - Intelligence - - - Wisdom - - - Charisma - - - - - - - Athletics - - - Acrobatics - - - Arcana - - - Animal Handling - - - Deception - - - - - - - Sleight of Hand - - - History - - - Insight - - - Intimidation - - - - - - - Stealth - - - Investigation - - - Medicine - - - Performance - - - - - - - - - Nature - - - Perception - - - Persuasion - - - - - - - - - Religion - - - Survival - - - - - - - - - Sometimes, the GM might ask for an ability check using a - specific skill-for example, Make a Wisdom (Perception) - check. At other times, a player might ask the GM if - proficiency in a particular skill applies to a check. In - either case, proficiency in a skill means an individual can - add his or her proficiency bonus to ability checks that - involve that skill. Without proficiency in the skill, the - individual makes a normal ability check. - - - For example, if a character attempts to climb up a dangerous - cliff, the GM might ask for a Strength (Athletics) check. If - the character is proficient in Athletics, the character’s - proficiency bonus is added to the Strength check. If the - character lacks that proficiency, he or she just makes a - Strength check. - -
- Variant: Skills with Different Abilities - - Normally, your proficiency in a skill applies only to a - specific kind of ability check. Proficiency in Athletics, - for example, usually applies to Strength checks. In some - situations, though, your proficiency might reasonably apply - to a different kind of check. In such cases, the GM might - ask for a check using an unusual combination of ability and - skill, or you might ask your GM if you can apply a - proficiency to a different check. For example, if you have - to swim from an offshore island to the mainland, your GM - might call for a Constitution check to see if you have the - stamina to make it that far. In this case, your GM might - allow you to apply your proficiency in Athletics and ask for - a Constitution (Athletics) check. So if you’re proficient in - Athletics, you apply your proficiency bonus to the - Constitution check just as you would normally do for a - Strength (Athletics) check. Similarly, when your half-orc - barbarian uses a display of raw strength to intimidate an - enemy, your GM might ask for a Strength (Intimidation) - check, even though Intimidation is normally associated with - Charisma. - -
-
-
- Passive Checks - - A passive check is a special kind of ability check that - doesn’t involve any die rolls. Such a check can represent the - average result for a task done repeatedly, such as searching - for secret doors over and over again, or can be used when the - GM wants to secretly determine whether the characters succeed - at something without rolling dice, such as noticing a hidden - monster. - - - Here’s how to determine a character’s total for a passive - check: - - - 10 + all modifiers that normally apply to the check - - - If the character has advantage on the check, add 5. For - disadvantage, subtract 5. The game refers to a passive check - total as a score. - - - For example, if a 1st-level character has a Wisdom of 15 and - proficiency in Perception, he or she has a passive Wisdom - (Perception) score of 14. - - - The rules on hiding in the Dexterity section - below rely on passive checks, as do the exploration rules. - -
-
- Working Together - - Sometimes two or more characters team up to attempt a task. - The character who’s leading the effort-or the one with the - highest ability modifier-can make an ability check with - advantage, reflecting the help provided by the other - characters. In combat, this requires the Help action. - - - A character can only provide help if the task is one that he - or she could attempt alone. For example, trying to open a lock - requires proficiency with thieves’ tools, so a character who - lacks that proficiency can’t help another character in that - task. Moreover, a character can help only when two or more - individuals working together would actually be productive. - Some tasks, such as threading a needle, are no easier with - help. - -
- Group Checks - - When a number of individuals are trying to accomplish - something as a group, the GM might ask for a group ability - check. In such a situation, the characters who are skilled - at a particular task help cover those who aren’t. - - - To make a group ability check, everyone in the group makes - the ability check. If at least half the group succeeds, the - whole group succeeds. Otherwise, the group fails. - - - Group checks don’t come up very often, and they’re most - useful when all the characters succeed or fail as a group. - For example, when adventurers are navigating a swamp, the GM - might call for a group Wisdom (Survival) check to see if the - characters can avoid the quicksand, sinkholes, and other - natural hazards of the environment. If at least half the - group succeeds, the successful characters are able to guide - their companions out of danger. Otherwise, the group - stumbles into one of these hazards. - -
@@ -23781,815 +23776,789 @@
-
- Saving Throws - - A saving throw-also called a save-represents an attempt to - resist a spell, a trap, a poison, a disease, or a similar - threat. You don’t normally decide to make a saving throw; you - are forced to make one because your character or monster is at - risk of harm. - - - To make a saving throw, roll a d20 and add the appropriate - ability modifier. For example, you use your Dexterity modifier - for a Dexterity saving throw. - - - A saving throw can be modified by a situational bonus or penalty - and can be affected by advantage and disadvantage, as determined - by the GM. - - - Each class gives proficiency in at least two saving throws. The - wizard, for example, is proficient in Intelligence saves. As - with skill proficiencies, proficiency in a saving throw lets a - character add his or her proficiency bonus to saving throws made - using a particular ability score. Some monsters have saving - throw proficiencies as well. - - - 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. - - - 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. - -
+
+
+ Saving Throws + + A saving throw-also called a save-represents an attempt to resist + a spell, a trap, a poison, a disease, or a similar threat. You + don’t normally decide to make a saving throw; you are forced to + make one because your character or monster is at risk of harm. + + + To make a saving throw, roll a d20 and add the appropriate ability + modifier. For example, you use your Dexterity modifier for a + Dexterity saving throw. + + + A saving throw can be modified by a situational bonus or penalty + and can be affected by advantage and disadvantage, as determined + by the GM. + + + Each class gives proficiency in at least two saving throws. The + wizard, for example, is proficient in Intelligence saves. As with + skill proficiencies, proficiency in a saving throw lets a + character add his or her proficiency bonus to saving throws made + using a particular ability score. Some monsters have saving throw + proficiencies as well. + + + 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. + + + 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. +
Adventuring -
- Adventuring -
- Time + + +
+
+ Time + + In situations where keeping track of the passage of time is + important, the GM determines the time a task requires. The GM + might use a different time scale depending on the context of the + situation at hand. In a dungeon environment, the adventurers’ + movement happens on a scale of + minutes. It takes them about a + minute to creep down a long hallway, another minute to check for + traps on the door at the end of the hall, and a good ten minutes + to search the chamber beyond for anything interesting or valuable. + + + In 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 - 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. + 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. - 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. + 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 long journeys, a scale of - days works best. + 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 ##). - Following the road from Baldur’s Gate to Waterdeep, the - adventurers spend four uneventful days before a goblin ambush - interrupts their journey. + 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. - In combat and other fast-paced situations, the game relies on - rounds, a 6-second span of - time. + 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. + + + Table- Travel Pace + + + Distance Traveled Per … + + + + + + + + + + + + Pace + + + 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.
-
- Movement +
+
+ Special Types of Movement + + Movement through dangerous dungeons or wilderness areas often + involves more than simply walking. Adventurers might have to + climb, crawl, swim, or jump to get where they need to go. + +
+ Climbing, Swimming, and Crawling - 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. + 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. - - 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 - ##). - - - 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. - - - Table- Travel Pace - - - Distance Traveled Per … - - - - - - - - - - - - Pace - - - 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 +
+ Jumping - 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. + 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. -
- 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 ##) 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 ##). 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 +
+
+
+ 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 ##) 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 - 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. + 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. - - 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 +
+ Darkvision - 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. + 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 ##). 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. - 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. + 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. -
- 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 + + 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: + + + - 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. + End one effect on you that prevents you from regaining hit + points. + + - 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. + For the next 24 hours, gain advantage on saving throws + against one disease or poison currently affecting you. - - 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. - -
-
+ + +
+
+ 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. +
@@ -24722,431 +24691,433 @@ consider taking the Dodge or Ready action, as described in Actions in Combat. -
- Bonus Actions +
+
+ Bonus Actions + + Various class features, spells, and other abilities let you take + an additional action on your turn called a bonus action. The + Cunning Action feature, for example, allows a rogue to take a + bonus action. You can take a bonus action only when a special + ability, spell, or other feature of the game states that you can + do something as a bonus action. You otherwise don’t have a bonus + action to take. + + + You can take only one bonus action on your turn, so you must + choose which bonus action to use when you have more than one + available. + + + You choose when to take a bonus action during your turn, unless + the bonus action’s timing is specified, and anything that + deprives you of your ability to take actions also prevents you + from taking a bonus action. + +
+
+ Other Activity on Your Turn + + Your turn can include a variety of flourishes that require + neither your action nor your move. + + + You can communicate however you are able, through brief + utterances and gestures, as you take your turn. + + + You can also interact with one object or feature of the + environment for free, during either your move or your action. + For example, you could open a door during your move as you + stride toward a foe, or you could draw your weapon as part of + the same action you use to attack. + + + If you want to interact with a second object, you need to use + your action. Some magic items and other special objects always + require an action to use, as stated in their descriptions. + + + The GM might require you to use an action for any of these + activities when it needs special care or when it presents an + unusual obstacle. For instance, the GM could reasonably expect + you to use an action to open a stuck door or turn a crank to + lower a drawbridge. + +
+
+
+ Reactions + + Certain special abilities, spells, and situations allow you to + take a special action called a reaction. A reaction is an instant + response to a trigger of some kind, which can occur on your turn + or on someone else’s. The opportunity attack, described later in + this chapter, is the most common type of reaction. + + + When you take a reaction, you can’t take another one until the + start of your next turn. If the reaction interrupts another + creature’s turn, that creature can continue its turn right after + the reaction. + +
+
+ Movement and Position + + In combat, characters and monsters are in constant motion, often + using movement and position to gain the upper hand. + + + On your turn, you can move a distance up to your speed. You can + use as much or as little of your speed as you like on your turn, + following the rules here. + + + Your movement can include jumping, climbing, and swimming. These + different modes of movement can be combined with walking, or they + can constitute your entire move. However you’re moving, you deduct + the distance of each part of your move from your speed until it is + used up or until you are done moving. + +
+ Breaking Up Your Move + + You can break up your movement on your turn, using some of your + speed before and after your action. For example, if you have a + speed of 30 feet, you can move 10 feet, take your action, and + then move 20 feet. + +
+ Moving between Attacks - Various class features, spells, and other abilities let you - take an additional action on your turn called a bonus action. - The Cunning Action feature, for example, allows a rogue to - take a bonus action. You can take a bonus action only when a - special ability, spell, or other feature of the game states - that you can do something as a bonus action. You otherwise - don’t have a bonus action to take. - - - You can take only one bonus action on your turn, so you must - choose which bonus action to use when you have more than one - available. - - - You choose when to take a bonus action during your turn, - unless the bonus action’s timing is specified, and anything - that deprives you of your ability to take actions also - prevents you from taking a bonus action. + If you take an action that includes more than one weapon + attack, you can break up your movement even further by moving + between those attacks. For example, a fighter who can make two + attacks with the Extra Attack feature and who has a speed of + 25 feet could move 10 feet, make an attack, move 15 feet, and + then attack again.
-
- Other Activity on Your Turn +
+ Using Different Speeds - Your turn can include a variety of flourishes that require - neither your action nor your move. + If you have more than one speed, such as your walking speed + and a flying speed, you can switch back and forth between your + speeds during your move. Whenever you switch, subtract the + distance you’ve already moved from the new speed. The result + determines how much farther you can move. If the result is 0 + or less, you can’t use the new speed during the current move. - You can communicate however you are able, through brief - utterances and gestures, as you take your turn. - - - You can also interact with one object or feature of the - environment for free, during either your move or your action. - For example, you could open a door during your move as you - stride toward a foe, or you could draw your weapon as part of - the same action you use to attack. - - - If you want to interact with a second object, you need to use - your action. Some magic items and other special objects always - require an action to use, as stated in their descriptions. - - - The GM might require you to use an action for any of these - activities when it needs special care or when it presents an - unusual obstacle. For instance, the GM could reasonably expect - you to use an action to open a stuck door or turn a crank to - lower a drawbridge. + For example, if you have a speed of 30 and a flying speed of + 60 because a wizard cast the fly spell on + you, you could fly 20 feet, then walk 10 feet, and then leap + into the air to fly 30 feet more.
-
- Reactions +
+ Difficult Terrain - Certain special abilities, spells, and situations allow you to - take a special action called a reaction. A reaction is an - instant response to a trigger of some kind, which can occur on - your turn or on someone else’s. The opportunity attack, - described later in this chapter, is the most common type of - reaction. + Combat rarely takes place in bare rooms or on featureless + plains. Boulder-strewn caverns, briar-choked forests, + treacherous staircases-the setting of a typical fight contains + difficult terrain. - When you take a reaction, you can’t take another one until the - start of your next turn. If the reaction interrupts another - creature’s turn, that creature can continue its turn right after - the reaction. + Every foot of movement in difficult terrain costs 1 extra foot. + This rule is true even if multiple things in a space count as + difficult terrain. + + + Low furniture, rubble, undergrowth, steep stairs, snow, and + shallow bogs are examples of difficult terrain. The space of + another creature, whether hostile or not, also counts as + difficult terrain.
-
- Movement and Position +
+ Being Prone - In combat, characters and monsters are in constant motion, often - using movement and position to gain the upper hand. + Combatants often find themselves lying on the ground, either + because they are knocked down or because they throw themselves + down. In the game, they are prone, a condition described in + appendix A. - On your turn, you can move a distance up to your speed. You can - use as much or as little of your speed as you like on your turn, - following the rules here. + You can drop prone without + using any of your speed. Standing + up takes more effort; doing so costs an amount of + movement equal to half your speed. For example, if your speed is + 30 feet, you must spend - Your movement can include jumping, climbing, and swimming. These - different modes of movement can be combined with walking, or - they can constitute your entire move. However you’re moving, you - deduct the distance of each part of your move from your speed - until it is used up or until you are done moving. + 15 feet of movement to stand up. You can’t stand up if you don’t + have enough movement left or if your speed is 0. -
- Breaking Up Your Move + + To move while prone, you must + crawl or use magic such as + teleportation. Every foot of movement while crawling costs 1 + extra foot. Crawling 1 foot in difficult terrain, therefore, + costs 3 feet of movement. + +
- You can break up your movement on your turn, using some of - your speed before and after your action. For example, if you - have a speed of 30 feet, you can move 10 feet, take your - action, and then move 20 feet. - -
- Moving between Attacks - - If you take an action that includes more than one weapon - attack, you can break up your movement even further by - moving between those attacks. For example, a fighter who can - make two attacks with the Extra Attack feature and who has a - speed of 25 feet could move 10 feet, make an attack, move 15 - feet, and then attack again. - -
-
- Using Different Speeds - - If you have more than one speed, such as your walking speed - and a flying speed, you can switch back and forth between - your speeds during your move. Whenever you switch, subtract - the distance you’ve already moved from the new speed. The - result determines how much farther you can move. If the - result is 0 or less, you can’t use the new speed during the - current move. - - - For example, if you have a speed of 30 and a flying speed of - 60 because a wizard cast the fly spell - on you, you could fly 20 feet, then walk 10 feet, and then - leap into the air to fly 30 feet more. - -
-
-
- Difficult Terrain - - Combat rarely takes place in bare rooms or on featureless - plains. Boulder-strewn caverns, briar-choked forests, - treacherous staircases-the setting of a typical fight contains - difficult terrain. + Interacting with Objects Around + You - Every foot of movement in difficult terrain costs 1 extra - foot. This rule is true even if multiple things in a space - count as difficult terrain. + Here are a few examples of the sorts of thing you can do in + tandem with your movement and action: + + + + + draw or sheathe a sword + + + + + open or close a door + + + + + withdraw a potion from your backpack + + + + + pick up a dropped axe + + + + + take a bauble from a table + + + + + remove a ring from your finger + + + + + stuff some food into your mouth + + + + + plant a banner in the ground + + + + + fish a few coins from your belt pouch + + + + + drink all the ale in a flagon + + + + + throw a lever or a switch + + + + + pull a torch from a sconce + + + + + take a book from a shelf you can reach + + + + + extinguish a small flame + + + + + don a mask + + + + + pull the hood of your cloak up and over your head + + + + + put your ear to a door + + + + + kick a small stone + + + + + turn a key in a lock + + + + + tap the floor with a 10-foot pole + + + + + hand an item to another character + + + + +
+
+ Moving Around Other Creatures + + You can move through a nonhostile creature’s space. In contrast, + you can move through a hostile creature’s space only if the + creature is at least two sizes larger or smaller than you. + Remember that another creature’s space is difficult terrain for + you. + + + Whether a creature is a friend or an enemy, you can’t willingly + end your move in its space. + + + If you leave a hostile creature’s reach during your move, you + provoke an opportunity attack, as explained later in the + chapter. + +
+
+ Flying Movement + + Flying creatures enjoy many benefits of mobility, but they must + also deal with the danger of falling. If a flying creature is + knocked prone, has its speed reduced to 0, or is otherwise + deprived of the ability to move, the creature falls, unless it + has the ability to hover or it is being held aloft by magic, + such as by the fly spell. + +
+
+ Creature Size + + Each creature takes up a different amount of space. The Size + Categories table shows how much space a creature of a particular + size controls in combat. Objects sometimes use the same size + categories. + + + Table- Creature Size + + + + + + + + + Size + + + Space + + + + + + + Tiny + + + 2 1/2 by 2 1/2 ft. + + + + + Small + + + 5 by 5 ft. + + + + + Medium + + + 5 by 5 ft. + + + + + Large + + + 10 by 10 ft. + + + + + Huge + + + 15 by 15 ft. + + + + + Gargantuan + + + 20 by 20 ft. or larger + + + + + + + + + + + +
+ Space + + A creature’s space is the area in feet that it effectively + controls in combat, not an expression of its physical + dimensions. A typical Medium creature isn’t 5 feet wide, for + example, but it does control a space that wide. If a Medium + hobgoblin stands in a 5-foot wide doorway, other creatures + can’t get through unless the hobgoblin lets them. - Low furniture, rubble, undergrowth, steep stairs, snow, and - shallow bogs are examples of difficult terrain. The space of - another creature, whether hostile or not, also counts as - difficult terrain. - -
-
- Being Prone - - Combatants often find themselves lying on the ground, either - because they are knocked down or because they throw themselves - down. In the game, they are prone, a condition described in - appendix A. + 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. - You can drop prone without - using any of your speed. Standing - up takes more effort; doing so costs an amount of - movement equal to half your speed. For example, if your speed - is 30 feet, you must spend + 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. - - 15 feet of movement to stand up. You can’t stand up if you - don’t have enough movement left or if your speed is 0. - - - To move while prone, you must - crawl or use magic such as - teleportation. Every foot of movement while crawling costs 1 - extra foot. Crawling 1 foot in difficult terrain, therefore, - costs 3 feet of movement. - -
- - Here are a few examples of the sorts of thing you can do in - tandem with your movement and action: - - - - - draw or sheathe a sword - - - - - open or close a door - - - - - withdraw a potion from your backpack - - - - - pick up a dropped axe - - - - - take a bauble from a table - - - - - remove a ring from your finger - - - - - stuff some food into your mouth - - - - - plant a banner in the ground - - - - - fish a few coins from your belt pouch - - - - - drink all the ale in a flagon - - - - - throw a lever or a switch - - - - - pull a torch from a sconce - - - - - take a book from a shelf you can reach - - - - - extinguish a small flame - - - - - don a mask - - - - - pull the hood of your cloak up and over your head - - - - - put your ear to a door - - - - - kick a small stone - - - - - turn a key in a lock - - - - - tap the floor with a 10-foot pole - - - - - hand an item to another character - - - -
-
-
- Moving Around Other Creatures - - You can move through a nonhostile creature’s space. In - contrast, you can move through a hostile creature’s space only - if the creature is at least two sizes larger or smaller than - you. Remember that another creature’s space is difficult - terrain for you. - - - Whether a creature is a friend or an enemy, you can’t - willingly end your move in its space. - - - If you leave a hostile creature’s reach during your move, you - provoke an opportunity attack, as explained later in the - chapter. - -
-
- Flying Movement - - Flying creatures enjoy many benefits of mobility, but they - must also deal with the danger of falling. If a flying - creature is knocked prone, has its speed reduced to 0, or is - otherwise deprived of the ability to move, the creature falls, - unless it has the ability to hover or it is being held aloft - by magic, such as by the fly spell. - -
-
- Creature Size - - Each creature takes up a different amount of space. The Size - Categories table shows how much space a creature of a - particular size controls in combat. Objects sometimes use the - same size categories. - - - Table- Creature Size - - - - - - - - - Size - - - Space - - - - - - - Tiny - - - 2 1/2 by 2 1/2 ft. - - - - - Small - - - 5 by 5 ft. - - - - - Medium - - - 5 by 5 ft. - - - - - Large - - - 10 by 10 ft. - - - - - Huge - - - 15 by 15 ft. - - - - - Gargantuan - - - 20 by 20 ft. or larger - - - - - - - - - - - -
- Space - - A creature’s space is the area in feet that it effectively - controls in combat, not an expression of its physical - dimensions. A typical Medium creature isn’t 5 feet wide, for - example, but it does control a space that wide. If a Medium - hobgoblin stands in a 5-foot wide doorway, other creatures - can’t get through unless the hobgoblin lets them. - - - A creature’s space 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 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 @@ -25162,458 +25133,451 @@
-
- Actions in Combat +
+
+ Actions in Combat + + When you take your action on your turn, you can take one of the + actions presented here, an action you gained from your class or a + special feature, or an action that you improvise. Many monsters + have action options of their own in their stat blocks. + + + When you describe an action not detailed elsewhere in the rules, + the GM tells you whether that action is possible and what kind of + roll you need to make, if any, to determine success or failure. + +
+ Attack - When you take your action on your turn, you can take one of the - actions presented here, an action you gained from your class or - a special feature, or an action that you improvise. Many - monsters have action options of their own in their stat blocks. + The most common action to take in combat is the Attack action, + whether you are swinging a sword, firing an arrow from a bow, or + brawling with your fists. - When you describe an action not detailed elsewhere in the rules, - the GM tells you whether that action is possible and what kind - of roll you need to make, if any, to determine success or - failure. + With this action, you make one melee or ranged attack. See the + Making an Attack section for the rules that + govern attacks. -
- Attack + + Certain features, such as the Extra Attack feature of the + fighter, allow you to make more than one attack with this + action. + +
+
+ Cast a Spell + + Spellcasters such as wizards and clerics, as well as many + monsters, have access to spells and can use them to great effect + in combat. Each spell has a casting time, which specifies + whether the caster must use an action, a reaction, minutes, or + even hours to cast the spell. Casting a spell is, therefore, not + necessarily an action. Most spells do have a casting time of 1 + action, so a spellcaster often uses his or her action in combat + to cast such a spell. + +
+
+ Dash + + When you take the Dash action, you gain extra movement for the + current turn. The increase equals your speed, after applying any + modifiers. With a speed of 30 feet, for example, you can move up + to 60 feet on your turn if you dash. + + + Any increase or decrease to your speed changes this additional + movement by the same amount. If your speed of 30 feet is reduced + to 15 feet, for instance, you can move up to 30 feet this turn + if you dash. + +
+
+ Disengage + + If you take the Disengage action, your movement doesn’t provoke + opportunity attacks for the rest of the turn. + +
+
+ Dodge + + When you take the Dodge action, you focus entirely on avoiding + attacks. Until the start of your next turn, any attack roll made + against you has disadvantage if you can see the attacker, and + you make Dexterity saving throws with advantage. You lose this + benefit if you are incapacitated (as explained in appendix A) or + if your speed drops to 0. + +
+
+ Help + + You can lend your aid to another creature in the completion of a + task. When you take the Help action, the creature you aid gains + advantage on the next ability check it makes to perform the task + you are helping with, provided that it makes the check before + the start of your next turn. + + + Alternatively, you can aid a friendly creature in attacking a + creature within 5 feet of you. You feint, distract the target, + or in some other way team up to make your ally’s attack more + effective. If your ally attacks the target before your next + turn, the first attack roll is made with advantage. + +
+
+ Hide + + When you take the Hide action, you make a Dexterity (Stealth) + check in an attempt to hide, following the rules for hiding. If + you succeed, you gain certain benefits, as described in the + Unseen Attackers and Targets section later in + this chapter. + +
+
+ Ready + + Sometimes you want to get the jump on a foe or wait for a + particular circumstance before you act. To do so, you can take + the Ready action on your turn, which lets you act using your + reaction before the start of your next turn. + + + First, you decide what perceivable circumstance will trigger + your reaction. Then, you choose the action you will take in + response to that trigger, or you choose to move up to your speed + in response to it. Examples include If the cultist steps + on the trapdoor, I’ll pull the lever that opens it, and + If the goblin steps next to me, I move away. + + + When the trigger occurs, you can either take your reaction right + after the trigger finishes or ignore the trigger. Remember that + you can take only one reaction per round. + + + When you ready a spell, you cast it as normal but hold its + energy, which you release with your reaction when the trigger + occurs. To be readied, a spell must have a casting time of 1 + action, and holding onto the spell’s magic requires + concentration. If your concentration is broken, the spell + dissipates without taking effect. For example, if you are + concentrating on the web spell and ready + magic missile, your + web spell ends, and if you take damage + before you release magic missile with your + reaction, your concentration might be broken. + +
+
+ Search + + When you take the Search action, you devote your attention to + finding something. Depending on the nature of your search, the + GM might have you make a Wisdom (Perception) check or an + Intelligence (Investigation) check. + +
+
+ Use an Object + + You normally interact with an object while doing something else, + such as when you draw a sword as part of an attack. When an + object requires your action for its use, you take the Use an + Object action. This action is also useful when you want to + interact with more than one object on your turn. + +
+
+
+ Making an Attack + + Whether you’re striking with a melee weapon, firing a weapon at + range, or making an attack roll as part of a spell, an attack has + a simple structure. + + + - The most common action to take in combat is the Attack action, - whether you are swinging a sword, firing an arrow from a bow, - or brawling with your fists. + Choose a target. Pick a + target within your attack’s + Range: a creature, an + object, or a location. + + + + + Determine modifiers. The GM + determines whether the target has cover and whether you have + advantage or disadvantage against the target. In addition, + spells, special abilities, and other effects can apply + penalties or bonuses to your attack roll. + + + + + Resolve the attack. You + make the attack roll. On a hit, you roll damage, unless the + particular attack has rules that specify otherwise. Some + attacks cause special effects in addition to or instead of + damage. + + + + + If there’s ever any question whether something you’re doing counts + as an attack, the rule is simple: if you’re making an attack roll, + you’re making an attack. + +
+ Attack Rolls + + When you make an attack, your attack roll determines whether the + attack hits or misses. To make an attack roll, roll a d20 and + add the appropriate modifiers. If the total of the roll plus + modifiers equals or exceeds the target’s Armor Class (AC), the + attack hits. The AC of a character is determined at character + creation, whereas the AC of a monster is in its stat block. + +
+ Modifiers to the Roll + + When a character makes an attack roll, the two most common + modifiers to the roll are an ability modifier and the + character’s proficiency bonus. When a monster makes an attack + roll, it uses whatever modifier is provided in its stat block. - With this action, you make one melee or ranged attack. See the - Making an Attack section for the rules that - govern attacks. + Ability + Modifier. The ability modifier used for + a melee weapon attack is Strength, and the ability modifier + used for a ranged weapon attack is Dexterity. Weapons that + have the finesse or thrown property break this rule. - Certain features, such as the Extra Attack feature of the - fighter, allow you to make more than one attack with this - action. + Some spells also require an attack roll. The ability modifier + used for a spell attack depends on the spellcasting ability of + the spellcaster. + + + Proficiency + Bonus. You add your proficiency bonus to + your attack roll when you attack using a weapon with which you + have proficiency, as well as when you attack with a spell.
-
- Cast a Spell +
+ Rolling 1 or 20 - Spellcasters such as wizards and clerics, as well as many - monsters, have access to spells and can use them to great - effect in combat. Each spell has a casting time, which - specifies whether the caster must use an action, a reaction, - minutes, or even hours to cast the spell. Casting a spell is, - therefore, not necessarily an action. Most spells do have a - casting time of 1 action, so a spellcaster often uses his or - her action in combat to cast such a spell. - -
-
- Dash - - When you take the Dash action, you gain extra movement for the - current turn. The increase equals your speed, after applying - any modifiers. With a speed of 30 feet, for example, you can - move up to 60 feet on your turn if you dash. + Sometimes fate blesses or curses a combatant, causing the + novice to hit and the veteran to miss. - Any increase or decrease to your speed changes this additional - movement by the same amount. If your speed of 30 feet is - reduced to 15 feet, for instance, you can move up to 30 feet - this turn if you dash. - -
-
- Disengage - - If you take the Disengage action, your movement doesn’t - provoke opportunity attacks for the rest of the turn. - -
-
- Dodge - - When you take the Dodge action, you focus entirely on avoiding - attacks. Until the start of your next turn, any attack roll - made against you has disadvantage if you can see the attacker, - and you make Dexterity saving throws with advantage. You lose - this benefit if you are incapacitated (as explained in - appendix A) or if your speed drops to 0. - -
-
- Help - - You can lend your aid to another creature in the completion of - a task. When you take the Help action, the creature you aid - gains advantage on the next ability check it makes to perform - the task you are helping with, provided that it makes the - check before the start of your next turn. + If the d20 roll for an attack is a 20, the attack hits + regardless of any modifiers or the target’s AC. This is called + a critical hit, which is explained later in this chapter. - Alternatively, you can aid a friendly creature in attacking a - creature within 5 feet of you. You feint, distract the target, - or in some other way team up to make your ally’s attack more - effective. If your ally attacks the target before your next - turn, the first attack roll is made with advantage. - -
-
- Hide - - When you take the Hide action, you make a Dexterity (Stealth) - check in an attempt to hide, following the rules for hiding. - If you succeed, you gain certain benefits, as described in the - Unseen Attackers and Targets section later in - this chapter. - -
-
- Ready - - Sometimes you want to get the jump on a foe or wait for a - particular circumstance before you act. To do so, you can take - the Ready action on your turn, which lets you act using your - reaction before the start of your next turn. - - - First, you decide what perceivable circumstance will trigger - your reaction. Then, you choose the action you will take in - response to that trigger, or you choose to move up to your - speed in response to it. Examples include If the - cultist steps on the trapdoor, I’ll pull the lever that opens - it, and If the goblin steps next to me, I move - away. - - - When the trigger occurs, you can either take your reaction - right after the trigger finishes or ignore the trigger. - Remember that you can take only one reaction per round. - - - When you ready a spell, you cast it as normal but hold its - energy, which you release with your reaction when the trigger - occurs. To be readied, a spell must have a casting time of 1 - action, and holding onto the spell’s magic requires - concentration. If your concentration is broken, the spell - dissipates without taking effect. For example, if you are - concentrating on the web spell and ready - magic missile, your - web spell ends, and if you take damage - before you release magic missile with - your reaction, your concentration might be broken. - -
-
- Search - - When you take the Search action, you devote your attention to - finding something. Depending on the nature of your search, the - GM might have you make a Wisdom (Perception) check or an - Intelligence (Investigation) check. - -
-
- Use an Object - - You normally interact with an object while doing something - else, such as when you draw a sword as part of an attack. When - an object requires your action for its use, you take the Use - an Object action. This action is also useful when you want to - interact with more than one object on your turn. + If the d20 roll for an attack is a 1, the attack misses + regardless of any modifiers or the target’s AC.
-
- Making an Attack +
+ Unseen Attackers and Targets - Whether you’re striking with a melee weapon, firing a weapon at - range, or making an attack roll as part of a spell, an attack - has a simple structure. + Combatants often try to escape their foes’ notice by hiding, + casting the invisibility spell, or lurking in darkness. - - - - Choose a target. Pick a - target within your attack’s - Range: a creature, an - object, or a location. - - - - - Determine modifiers. The - GM determines whether the target has cover and whether you - have advantage or disadvantage against the target. In - addition, spells, special abilities, and other effects can - apply penalties or bonuses to your attack roll. - - - - - Resolve the attack. You - make the attack roll. On a hit, you roll damage, unless the - particular attack has rules that specify otherwise. Some - attacks cause special effects in addition to or instead of - damage. - - - - If there’s ever any question whether something you’re doing - counts as an attack, the rule is simple: if you’re making an - attack roll, you’re making an attack. + When you attack a target that you can’t see, you have + disadvantage on the attack roll. This is true whether you’re + guessing the target’s location or you’re targeting a creature + you can hear but not see. If the target isn’t in the location + you targeted, you automatically miss, but the GM typically just + says that the attack missed, not whether you guessed the + target’s location correctly. -
- Attack Rolls + + When a creature can’t see you, you have advantage on attack + rolls against it. If you are hidden-both unseen and unheard-when + you make an attack, you give away your location when the attack + hits or misses. + +
+
+ Ranged Attacks + + When you make a ranged attack, you fire a bow or a crossbow, + hurl a handaxe, or otherwise send projectiles to strike a foe at + a distance. A monster might shoot spines from its tail. Many + spells also involve making a ranged attack. + +
+ Range - When you make an attack, your attack roll determines whether - the attack hits or misses. To make an attack roll, roll a d20 - and add the appropriate modifiers. If the total of the roll - plus modifiers equals or exceeds the target’s Armor Class - (AC), the attack hits. The AC of a character is determined at - character creation, whereas the AC of a monster is in its stat - block. - -
- Modifiers to the Roll - - When a character makes an attack roll, the two most common - modifiers to the roll are an ability modifier and the - character’s proficiency bonus. When a monster makes an - attack roll, it uses whatever modifier is provided in its - stat block. - - - Ability - Modifier. The ability modifier used - for a melee weapon attack is Strength, and the ability - modifier used for a ranged weapon attack is Dexterity. - Weapons that have the finesse or thrown property break this - rule. - - - Some spells also require an attack roll. The ability - modifier used for a spell attack depends on the spellcasting - ability of the spellcaster. - - - Proficiency - Bonus. You add your proficiency bonus - to your attack roll when you attack using a weapon with - which you have proficiency, as well as when you attack with - a spell. - -
-
- Rolling 1 or 20 - - Sometimes fate blesses or curses a combatant, causing the - novice to hit and the veteran to miss. - - - If the d20 roll for an attack is a 20, the attack hits - regardless of any modifiers or the target’s AC. This is - called a critical hit, which is explained later in this - chapter. - - - If the d20 roll for an attack is a 1, the attack misses - regardless of any modifiers or the target’s AC. - -
-
-
- Unseen Attackers and Targets - - Combatants often try to escape their foes’ notice by hiding, - casting the invisibility spell, or lurking in darkness. + You can make ranged attacks only against targets within a + specified range. - When you attack a target that you can’t see, you have - disadvantage on the attack roll. This is true whether you’re - guessing the target’s location or you’re targeting a creature - you can hear but not see. If the target isn’t in the location - you targeted, you automatically miss, but the GM typically - just says that the attack missed, not whether you guessed the - target’s location correctly. + If a ranged attack, such as one made with a spell, has a + single range, you can’t attack a target beyond this range. - When a creature can’t see you, you have advantage on attack - rolls against it. If you are hidden-both unseen and - unheard-when you make an attack, you give away your location - when the attack hits or misses. + Some ranged attacks, such as those made with a longbow or a + shortbow, have two ranges. The smaller number is the normal + range, and the larger number is the long range. Your attack + roll has disadvantage when your target is beyond normal range, + and you can’t attack a target beyond the long range.
-
- Ranged Attacks +
+ Ranged Attacks in Close Combat - When you make a ranged attack, you fire a bow or a crossbow, - hurl a handaxe, or otherwise send projectiles to strike a foe - at a distance. A monster might shoot spines from its tail. - Many spells also involve making a ranged attack. + Aiming a ranged attack is more difficult when a foe is next to + you. When you make a ranged attack with a weapon, a spell, or + some other means, you have disadvantage on the attack roll if + you are within 5 feet of a hostile creature who can see you + and who isn’t incapacitated. -
- Range - - You can make ranged attacks only against targets within a - specified range. - - - If a ranged attack, such as one made with a spell, has a - single range, you can’t attack a target beyond this range. - - - Some ranged attacks, such as those made with a longbow or a - shortbow, have two ranges. The smaller number is the normal - range, and the larger number is the long range. Your attack - roll has disadvantage when your target is beyond normal - range, and you can’t attack a target beyond the long range. - -
-
- Ranged Attacks in Close Combat - - Aiming a ranged attack is more difficult when a foe is next - to you. When you make a ranged attack with a weapon, a - spell, or some other means, you have disadvantage on the - attack roll if you are within 5 feet of a hostile creature - who can see you and who isn’t incapacitated. - -
-
- Melee Attacks +
+
+ Melee Attacks + + Used in hand-to-hand combat, a melee attack allows you to attack + a foe within your reach. A melee attack typically uses a + handheld weapon such as a sword, a warhammer, or an axe. A + typical monster makes a melee attack when it strikes with its + claws, horns, teeth, tentacles, or other body part. A few spells + also involve making a melee attack. + + + Most creatures have a 5-foot + reach and can thus attack + targets within 5 feet of them when making a melee attack. + Certain creatures (typically those larger than Medium) have + melee attacks with a greater reach than 5 feet, as noted in + their descriptions. + + + Instead of using a weapon to make a melee weapon attack, you can + use an unarmed strike: a + punch, kick, head-butt, or similar forceful blow (none of which + count as weapons). On a hit, an unarmed strike deals bludgeoning + damage equal to 1 + your Strength modifier. You are proficient + with your unarmed strikes. + +
- Used in hand-to-hand combat, a melee attack allows you to - attack a foe within your reach. A melee attack typically uses - a handheld weapon such as a sword, a warhammer, or an axe. A - typical monster makes a melee attack when it strikes with its - claws, horns, teeth, tentacles, or other body part. A few - spells also involve making a melee attack. + Contests in + Combat - Most creatures have a 5-foot - reach and can thus attack - targets within 5 feet of them when making a melee attack. - Certain creatures (typically those larger than Medium) have - melee attacks with a greater reach than 5 feet, as noted in - their descriptions. + Battle often involves pitting your prowess against that of + your foe. Such a challenge is represented by a contest. This + section includes the most common contests that require an + action in combat: grappling and shoving a creature. The GM can + use these contests as models for improvising others. + +
+
+ Opportunity Attacks + + In a fight, everyone is constantly watching for a chance to + strike an enemy who is fleeing or passing by. Such a strike is + called an opportunity attack. - Instead of using a weapon to make a melee weapon attack, you - can use an unarmed strike: - a punch, kick, head-butt, or similar forceful blow (none of - which count as weapons). On a hit, an unarmed strike deals - bludgeoning damage equal to 1 + your Strength modifier. You - are proficient with your unarmed strikes. + You can make an opportunity attack when a hostile creature + that you can see moves out of your reach. To make the + opportunity attack, you use your reaction to make one melee + attack against the provoking creature. The attack occurs right + before the creature leaves your reach. + + + You can avoid provoking an opportunity attack by taking the + Disengage action. You also don’t provoke an opportunity attack + when you teleport or when someone or something moves you + without using your movement, action, or reaction. For example, + you don’t provoke an opportunity attack if an explosion hurls + you out of a foe’s reach or if gravity causes you to fall past + an enemy. + +
+
+ Two-Weapon Fighting + + When you take the Attack action and attack with a light melee + weapon that you’re holding in one hand, you can use a bonus + action to attack with a different light melee weapon that + you’re holding in the other hand. You don’t add your ability + modifier to the damage of the bonus attack, unless that + modifier is negative. + + + If either weapon has the thrown property, you can throw the + weapon, instead of making a melee attack with it. + +
+
+ Grappling + + When you want to grab a creature or wrestle with it, you can + use the Attack action to make a special melee attack, a + grapple. If you’re able to make multiple attacks with the + Attack action, this attack replaces one of them. + + + 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 ##). 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. + + + Moving a Grappled + Creature. When you move, you can drag or + carry the grappled creature with you, but your speed is + halved, unless the creature is two or more sizes smaller than + you. + +
+
+ Shoving a Creature + + 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). 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. -
- - Contests in - Combat - - - Battle often involves pitting your prowess against that of - your foe. Such a challenge is represented by a contest. This - section includes the most common contests that require an - action in combat: grappling and shoving a creature. The GM - can use these contests as models for improvising others. - -
-
- Opportunity Attacks - - In a fight, everyone is constantly watching for a chance to - strike an enemy who is fleeing or passing by. Such a strike - is called an opportunity attack. - - - You can make an opportunity attack when a hostile creature - that you can see moves out of your reach. To make the - opportunity attack, you use your reaction to make one melee - attack against the provoking creature. The attack occurs - right before the creature leaves your reach. - - - You can avoid provoking an opportunity attack by taking the - Disengage action. You also don’t provoke an opportunity - attack when you teleport or when someone or something moves - you without using your movement, action, or reaction. For - example, you don’t provoke an opportunity attack if an - explosion hurls you out of a foe’s reach or if gravity - causes you to fall past an enemy. - -
-
- Two-Weapon Fighting - - When you take the Attack action and attack with a light - melee weapon that you’re holding in one hand, you can use a - bonus action to attack with a different light melee weapon - that you’re holding in the other hand. You don’t add your - ability modifier to the damage of the bonus attack, unless - that modifier is negative. - - - If either weapon has the thrown property, you can throw the - weapon, instead of making a melee attack with it. - -
-
- Grappling - - When you want to grab a creature or wrestle with it, you can - use the Attack action to make a special melee attack, a - grapple. If you’re able to make multiple attacks with the - Attack action, this attack replaces one of them. - - - 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 ##). 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. - - - Moving a Grappled - Creature. When you move, you can drag - or carry the grappled creature with you, but your speed is - halved, unless the creature is two or more sizes smaller - than you. - -
-
- Shoving a Creature - - 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). 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. - -
@@ -25711,107 +25675,105 @@ casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast. -
- Critical Hits - - When you score a critical hit, you get to roll extra dice - for the attack’s damage against the target. Roll all of the - attack’s damage dice twice and add them together. Then add - any relevant modifiers as normal. To speed up play, you can - roll all the damage dice at once. - - - For example, if you score a critical hit with a dagger, roll - 2d4 for the damage, rather than 1d4, and then add your - relevant ability modifier. If the attack involves other - damage dice, such as from the rogue’s Sneak Attack feature, - you roll those dice twice as well. - -
-
- Damage Types - - Different attacks, damaging spells, and other harmful - effects deal different types of damage. Damage types have no - rules of their own, but other rules, such as damage - resistance, rely on the types. - - - The damage types follow, with examples to help a GM assign a - damage type to a new effect. - - - Acid. - The corrosive spray of a black dragon’s breath and the - dissolving enzymes secreted by a black pudding deal acid - damage. - - - Bludgeoning. - Blunt force attacks-hammers, falling, constriction, and the - like-deal bludgeoning damage. - - - Cold. - The infernal chill radiating from an ice devil’s spear and - the frigid blast of a white dragon’s breath deal cold - damage. - - - Fire. - Red dragons breathe fire, and many spells conjure flames to - deal fire damage. - - - Force. - Force is pure magical energy focused into a damaging form. - Most effects that deal force damage are spells, including - magic missile and spiritual - weapon. - - - Lightning. - A lightning bolt spell and a blue - dragon’s breath deal lightning damage. - - - Necrotic. - Necrotic damage, dealt by certain undead and a spell such as - chill touch, withers matter and even - the soul. - - - Piercing. - Puncturing and impaling attacks, including spears and - monsters’ bites, deal piercing damage. - - - Poison. - Venomous stings and the toxic gas of a green dragon’s breath - deal poison damage. - - - Psychic. - Mental abilities such as a mind flayer’s psionic blast deal - psychic damage. - - - Radiant. - Radiant damage, dealt by a cleric’s flame - strike spell or an angel’s smiting weapon, sears - the flesh like fire and overloads the spirit with power. - - - Slashing. - Swords, axes, and monsters’ claws deal slashing damage. - - - Thunder. - A concussive burst of sound, such as the effect of the - thunderwave spell, deals thunder - damage. - -
+
+
+ Critical Hits + + When you score a critical hit, you get to roll extra dice for + the attack’s damage against the target. Roll all of the + attack’s damage dice twice and add them together. Then add any + relevant modifiers as normal. To speed up play, you can roll + all the damage dice at once. + + + For example, if you score a critical hit with a dagger, roll + 2d4 for the damage, rather than 1d4, and then add your + relevant ability modifier. If the attack involves other damage + dice, such as from the rogue’s Sneak Attack feature, you roll + those dice twice as well. + +
+
+ Damage Types + + Different attacks, damaging spells, and other harmful effects + deal different types of damage. Damage types have no rules of + their own, but other rules, such as damage resistance, rely on + the types. + + + The damage types follow, with examples to help a GM assign a + damage type to a new effect. + + + Acid. + The corrosive spray of a black dragon’s breath and the + dissolving enzymes secreted by a black pudding deal acid + damage. + + + Bludgeoning. + Blunt force attacks-hammers, falling, constriction, and the + like-deal bludgeoning damage. + + + Cold. + The infernal chill radiating from an ice devil’s spear and the + frigid blast of a white dragon’s breath deal cold damage. + + + Fire. + Red dragons breathe fire, and many spells conjure flames to + deal fire damage. + + + Force. + Force is pure magical energy focused into a damaging form. + Most effects that deal force damage are spells, including + magic missile and spiritual + weapon. + + + Lightning. + A lightning bolt spell and a blue + dragon’s breath deal lightning damage. + + + Necrotic. + Necrotic damage, dealt by certain undead and a spell such as + chill touch, withers matter and even the + soul. + + + Piercing. + Puncturing and impaling attacks, including spears and + monsters’ bites, deal piercing damage. + + + Poison. + Venomous stings and the toxic gas of a green dragon’s breath + deal poison damage. + + + Psychic. + Mental abilities such as a mind flayer’s psionic blast deal + psychic damage. + + + Radiant. + Radiant damage, dealt by a cleric’s flame + strike spell or an angel’s smiting weapon, sears + the flesh like fire and overloads the spirit with power. + + + Slashing. + Swords, axes, and monsters’ claws deal slashing damage. + + + Thunder. + A concussive burst of sound, such as the effect of the + thunderwave spell, deals thunder damage. +
Damage Resistance and Vulnerability @@ -25874,66 +25836,64 @@ When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. -
- Instant Death - - Massive damage can kill you instantly. When damage reduces - you to 0 hit points and there is damage remaining, you die - if the remaining damage equals or exceeds your hit point - maximum. - - - For example, a cleric with a maximum of 12 hit points - currently has 6 hit points. If she takes 18 damage from an - attack, she is reduced to 0 hit points, but 12 damage - remains. Because the remaining damage equals her hit point - maximum, the cleric dies. - -
-
- Falling Unconscious - - If damage reduces you to 0 hit points and fails to kill you, - you fall unconscious (see appendix ##). This unconsciousness - ends if you regain any hit points. - -
-
- Death Saving Throws - - Whenever you start your turn with 0 hit points, you must - make a special saving throw, called a death saving throw, to - determine whether you creep closer to death or hang onto - life. Unlike other saving throws, this one isn’t tied to any - ability score. You are in the hands of fate now, aided only - by spells and features that improve your chances of - succeeding on a saving throw. - - - Roll a d20. If the roll is 10 or higher, you succeed. - Otherwise, you fail. A success or failure has no effect by - itself. On your third success, you become stable (see - below). On your third failure, you die. The successes and - failures don’t need to be consecutive; keep track of both - until you collect three of a kind. The number of both is - reset to zero when you regain any hit points or become - stable. - - - Rolling 1 or - 20. When you make a death saving throw - and roll a 1 on the d20, it counts as two failures. If you - roll a 20 on the d20, you regain 1 hit point. - - - Damage at 0 Hit - Points. If you take any damage while - you have 0 hit points, you suffer a death saving throw - failure. If the damage is from a critical hit, you suffer - two failures instead. If the damage equals or exceeds your - hit point maximum, you suffer instant death. - -
+
+
+ Instant Death + + Massive damage can kill you instantly. When damage reduces you + to 0 hit points and there is damage remaining, you die if the + remaining damage equals or exceeds your hit point maximum. + + + For example, a cleric with a maximum of 12 hit points + currently has 6 hit points. If she takes 18 damage from an + attack, she is reduced to 0 hit points, but 12 damage remains. + Because the remaining damage equals her hit point maximum, the + cleric dies. + +
+
+ Falling Unconscious + + If damage reduces you to 0 hit points and fails to kill you, + you fall unconscious (see appendix ##). This unconsciousness + ends if you regain any hit points. + +
+
+ Death Saving Throws + + Whenever you start your turn with 0 hit points, you must make + a special saving throw, called a death saving throw, to + determine whether you creep closer to death or hang onto life. + Unlike other saving throws, this one isn’t tied to any ability + score. You are in the hands of fate now, aided only by spells + and features that improve your chances of succeeding on a + saving throw. + + + Roll a d20. If the roll is 10 or higher, you succeed. + Otherwise, you fail. A success or failure has no effect by + itself. On your third success, you become stable (see below). + On your third failure, you die. The successes and failures + don’t need to be consecutive; keep track of both until you + collect three of a kind. The number of both is reset to zero + when you regain any hit points or become stable. + + + Rolling 1 or + 20. When you make a death saving throw + and roll a 1 on the d20, it counts as two failures. If you + roll a 20 on the d20, you regain 1 hit point. + + + Damage at 0 Hit + Points. If you take any damage while you + have 0 hit points, you suffer a death saving throw failure. If + the damage is from a critical hit, you suffer two failures + instead. If the damage equals or exceeds your hit point + maximum, you suffer instant death. +
Stabilizing a Creature @@ -25956,166 +25916,165 @@ regains 1 hit point after 1d4 hours.
-
- Monsters and Death - - Most GMs have a monster die the instant it drops to 0 hit - points, rather than having it fall unconscious and make - death saving throws. - - - Mighty villains and special nonplayer characters are common - exceptions; the GM might have them fall unconscious and - follow the same rules as player characters. - -
-
- Knocking a Creature Out +
+ Monsters and Death - Sometimes an attacker wants to incapacitate a foe, rather than - deal a killing blow. When an attacker reduces a creature to 0 - hit points with a melee attack, the attacker can knock the - creature out. The attacker can make this choice the instant - the damage is dealt. The creature falls unconscious and is - stable. - -
-
- Temporary Hit Points - - Some spells and special abilities confer temporary hit points - to a creature. Temporary hit points aren’t actual hit points; - they are a buffer against damage, a pool of hit points that - protect you from injury. + Most GMs have a monster die the instant it drops to 0 hit + points, rather than having it fall unconscious and make death + saving throws. - When you have temporary hit points and take damage, the - temporary hit points are lost first, and any leftover damage - carries over to your normal hit points. For example, if you - have 5 temporary hit points and take 7 damage, you lose the - temporary hit points and then take 2 damage. - - - Because temporary hit points are separate from your actual hit - points, they can exceed your hit point maximum. A character - can, therefore, be at full hit points and receive temporary - hit points. - - - Healing can’t restore temporary hit points, and they can’t be - added together. If you have temporary hit points and receive - more of them, you decide whether to keep the ones you have or - to gain the new ones. For example, if a spell grants you 12 - temporary hit points when you already have 10, you can have 12 - or 10, not 22. - - - If you have 0 hit points, receiving temporary hit points - doesn’t restore you to consciousness or stabilize you. They - can still absorb damage directed at you while you’re in that - state, but only true healing can save you. - - - Unless a feature that grants you temporary hit points has a - duration, they last until they’re depleted or you finish a - long rest. + Mighty villains and special nonplayer characters are common + exceptions; the GM might have them fall unconscious and follow + the same rules as player characters.
-
- Mounted Combat +
+ Knocking a Creature Out - A knight charging into battle on a warhorse, a wizard casting - spells from the back of a griffon, or a cleric soaring through - the sky on a pegasus all enjoy the benefits of speed and - mobility that a mount can provide. - - - A willing creature that is at least one size larger than you and - that has an appropriate anatomy can serve as a mount, using the - following rules. - -
- Mounting and Dismounting - - Once during your move, you can mount a creature that is within - 5 feet of you or dismount. Doing so costs an amount of - movement equal to half your speed. For example, if your speed - is 30 feet, you must spend 15 feet of movement to mount a - horse. Therefore, you can’t mount it if you don’t have 15 feet - of movement left or if your speed is 0. - - - If an effect moves your mount against its will while you’re on - it, you must succeed on a DC 10 Dexterity saving throw or fall - off the mount, landing prone in a space within 5 feet of it. - If you’re knocked prone while mounted, you must make the same - saving throw. - - - If your mount is knocked prone, you can use your reaction to - dismount it as it falls and land on your feet. Otherwise, you - are dismounted and fall prone in a space within 5 feet it. - -
-
- Controlling a Mount - - While you’re mounted, you have two options. You can either - control the mount or allow it to act independently. - Intelligent creatures, such as dragons, act independently. - - - You can control a mount only if it has been trained to accept - a rider. Domesticated horses, donkeys, and similar creatures - are assumed to have such training. The initiative of a - controlled mount changes to match yours when you mount it. It - moves as you direct it, and it has only three action options: - Dash, Disengage, and Dodge. A controlled mount can move and - act even on the turn that you mount it. - - - An independent mount retains its place in the initiative - order. Bearing a rider puts no restrictions on the actions the - mount can take, and it moves and acts as it wishes. It might - flee from combat, rush to attack and devour a badly injured - foe, or otherwise act against your wishes. - - - In either case, if the mount provokes an opportunity attack - while you’re on it, the attacker can target you or the mount. - -
-
-
- Underwater Combat - - When adventurers pursue sahuagin back to their undersea homes, - fight off sharks in an ancient shipwreck, or find themselves in - a flooded dungeon room, they must fight in a challenging - environment. Underwater the following rules apply. - - - When making a melee weapon - attack, a creature that doesn’t have a swimming speed - (either natural or granted by magic) has disadvantage on the - attack roll unless the weapon is a dagger, javelin, shortsword, - spear, or trident. - - - A ranged weapon attack - automatically misses a target beyond the weapon’s normal range. - Even against a target within normal range, the attack roll has - disadvantage unless the weapon is a crossbow, a net, or a weapon - that is thrown like a javelin (including a spear, trident, or - dart). - - - Creatures and objects that are fully immersed in water have - resistance to fire damage. + Sometimes an attacker wants to incapacitate a foe, rather than + deal a killing blow. When an attacker reduces a creature to 0 + hit points with a melee attack, the attacker can knock the + creature out. The attacker can make this choice the instant the + damage is dealt. The creature falls unconscious and is stable.
+
+ Temporary Hit Points + + Some spells and special abilities confer temporary hit points to + a creature. Temporary hit points aren’t actual hit points; they + are a buffer against damage, a pool of hit points that protect + you from injury. + + + When you have temporary hit points and take damage, the + temporary hit points are lost first, and any leftover damage + carries over to your normal hit points. For example, if you have + 5 temporary hit points and take 7 damage, you lose the temporary + hit points and then take 2 damage. + + + Because temporary hit points are separate from your actual hit + points, they can exceed your hit point maximum. A character can, + therefore, be at full hit points and receive temporary hit + points. + + + Healing can’t restore temporary hit points, and they can’t be + added together. If you have temporary hit points and receive + more of them, you decide whether to keep the ones you have or to + gain the new ones. For example, if a spell grants you 12 + temporary hit points when you already have 10, you can have 12 + or 10, not 22. + + + If you have 0 hit points, receiving temporary hit points doesn’t + restore you to consciousness or stabilize you. They can still + absorb damage directed at you while you’re in that state, but + only true healing can save you. + + + Unless a feature that grants you temporary hit points has a + duration, they last until they’re depleted or you finish a long + rest. + +
+
+
+ Mounted Combat + + A knight charging into battle on a warhorse, a wizard casting + spells from the back of a griffon, or a cleric soaring through the + sky on a pegasus all enjoy the benefits of speed and mobility that + a mount can provide. + + + A willing creature that is at least one size larger than you and + that has an appropriate anatomy can serve as a mount, using the + following rules. + +
+ Mounting and Dismounting + + Once during your move, you can mount a creature that is within 5 + feet of you or dismount. Doing so costs an amount of movement + equal to half your speed. For example, if your speed is 30 feet, + you must spend 15 feet of movement to mount a horse. Therefore, + you can’t mount it if you don’t have 15 feet of movement left or + if your speed is 0. + + + If an effect moves your mount against its will while you’re on + it, you must succeed on a DC 10 Dexterity saving throw or fall + off the mount, landing prone in a space within 5 feet of it. If + you’re knocked prone while mounted, you must make the same + saving throw. + + + If your mount is knocked prone, you can use your reaction to + dismount it as it falls and land on your feet. Otherwise, you + are dismounted and fall prone in a space within 5 feet it. + +
+
+ Controlling a Mount + + While you’re mounted, you have two options. You can either + control the mount or allow it to act independently. Intelligent + creatures, such as dragons, act independently. + + + You can control a mount only if it has been trained to accept a + rider. Domesticated horses, donkeys, and similar creatures are + assumed to have such training. The initiative of a controlled + mount changes to match yours when you mount it. It moves as you + direct it, and it has only three action options: Dash, + Disengage, and Dodge. A controlled mount can move and act even + on the turn that you mount it. + + + An independent mount retains its place in the initiative order. + Bearing a rider puts no restrictions on the actions the mount + can take, and it moves and acts as it wishes. It might flee from + combat, rush to attack and devour a badly injured foe, or + otherwise act against your wishes. + + + In either case, if the mount provokes an opportunity attack + while you’re on it, the attacker can target you or the mount. + +
+
+
+ Underwater Combat + + When adventurers pursue sahuagin back to their undersea homes, + fight off sharks in an ancient shipwreck, or find themselves in a + flooded dungeon room, they must fight in a challenging + environment. Underwater the following rules apply. + + + When making a melee weapon + attack, a creature that doesn’t have a swimming speed + (either natural or granted by magic) has disadvantage on the + attack roll unless the weapon is a dagger, javelin, shortsword, + spear, or trident. + + + A ranged weapon attack + automatically misses a target beyond the weapon’s normal range. + Even against a target within normal range, the attack roll has + disadvantage unless the weapon is a crossbow, a net, or a weapon + that is thrown like a javelin (including a spear, trident, or + dart). + + + Creatures and objects that are fully immersed in water have + resistance to fire damage. +
Spellcasting @@ -26129,623 +26088,617 @@ their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. -
- What Is a Spell? +
+
+ What Is a Spell? + + A spell is a discrete magical effect, a single shaping of the + magical energies that suffuse the multiverse into a specific, + limited expression. In casting a spell, a character carefully + plucks at the invisible strands of raw magic suffusing the world, + pins them in place in a particular pattern, sets them vibrating in + a specific way, and then releases them to unleash the desired + effect-in most cases, all in the span of seconds. + + + Spells can be versatile tools, weapons, or protective wards. They + can deal damage or undo it, impose or remove conditions (see + appendix ##), drain life energy away, and restore life to the + dead. + + + Uncounted thousands of spells have been created over the course of + the multiverse’s history, and many of them are long forgotten. + Some might yet lie recorded in crumbling spellbooks hidden in + ancient ruins or trapped in the minds of dead gods. Or they might + someday be reinvented by a character who has amassed enough power + and wisdom to do so. + +
+ Spell Level - A spell is a discrete magical effect, a single shaping of the - magical energies that suffuse the multiverse into a specific, - limited expression. In casting a spell, a character carefully - plucks at the invisible strands of raw magic suffusing the - world, pins them in place in a particular pattern, sets them - vibrating in a specific way, and then releases them to unleash - the desired effect-in most cases, all in the span of seconds. + Every spell has a level from 0 to 9. A spell’s level is a + general indicator of how powerful it is, with the lowly (but + still impressive) magic missile at 1st + level and the earth-shaking wish at 9th. + Cantrips-simple but powerful spells that characters can cast + almost by rote-are level 0. The higher a spell’s level, the + higher level a spellcaster must be to use that spell. - Spells can be versatile tools, weapons, or protective wards. - They can deal damage or undo it, impose or remove conditions - (see appendix ##), drain life energy away, and restore life to - the dead. + Spell level and character level don’t correspond directly. + Typically, a character has to be at least 17th level, not 9th + level, to cast a 9th-level spell. + +
+
+ Known and Prepared Spells + + Before a spellcaster can use a spell, he or she must have the + spell firmly fixed in mind, or must have access to the spell in + a magic item. Members of a few classes, including bards and + sorcerers, have a limited list of spells they know that are + always fixed in mind. The same thing is true of many magic-using + monsters. Other spellcasters, such as clerics and wizards, + undergo a process of preparing spells. This process varies for + different classes, as detailed in their descriptions. - Uncounted thousands of spells have been created over the course - of the multiverse’s history, and many of them are long - forgotten. Some might yet lie recorded in crumbling spellbooks - hidden in ancient ruins or trapped in the minds of dead gods. Or - they might someday be reinvented by a character who has amassed - enough power and wisdom to do so. + In every case, the number of spells a caster can have fixed in + mind at any given time depends on the character’s level. -
- Spell Level +
+
+ Spell Slots + + Regardless of how many spells a caster knows or prepares, he or + she can cast only a limited number of spells before resting. + Manipulating the fabric of magic and channeling its energy into + even a simple spell is physically and mentally taxing, and + higher level spells are even more so. Thus, each spellcasting + class’s description (except that of the warlock) includes a + table showing how many spell slots of each spell level a + character can use at each character level. For example, the + 3rd-level wizard Umara has four 1st-level spell slots and two + 2nd-level slots. + + + When a character casts a spell, he or she expends a slot of that + spell’s level or higher, effectively filling a + slot with the spell. You can think of a spell slot as a groove + of a certain size-small for a 1st-level slot, larger for a spell + of higher level. A 1st-level spell fits into a slot of any size, + but a 9th-level spell fits only in a 9th-level slot. So when + Umara casts magic missile, a 1st-level + spell, she spends one of her four 1st-level slots and has three + remaining. + + + Finishing a long rest restores any expended spell slots. + + + Some characters and monsters have special abilities that let + them cast spells without using spell slots. For example, a monk + who follows the Way of the Four Elements, a warlock who chooses + certain eldritch invocations, and a pit fiend from the Nine + Hells can all cast spells in such a way. + +
+ Casting a Spell at a Higher Level - Every spell has a level from 0 to 9. A spell’s level is a - general indicator of how powerful it is, with the lowly (but - still impressive) magic missile at 1st - level and the earth-shaking wish at 9th. - Cantrips-simple but powerful spells that characters can cast - almost by rote-are level 0. The higher a spell’s level, the - higher level a spellcaster must be to use that spell. + When a spellcaster casts a spell using a slot that is of a + higher level than the spell, the spell assumes the higher + level for that casting. For instance, if Umara casts + magic missile using one of her 2nd-level + slots, that magic missile is 2nd level. + Effectively, the spell expands to fill the slot it is put + into. - Spell level and character level don’t correspond directly. - Typically, a character has to be at least 17th level, not 9th - level, to cast a 9th-level spell. - -
-
- Known and Prepared Spells - - Before a spellcaster can use a spell, he or she must have the - spell firmly fixed in mind, or must have access to the spell - in a magic item. Members of a few classes, including bards and - sorcerers, have a limited list of spells they know that are - always fixed in mind. The same thing is true of many - magic-using monsters. Other spellcasters, such as clerics and - wizards, undergo a process of preparing spells. This process - varies for different classes, as detailed in their - descriptions. - - - In every case, the number of spells a caster can have fixed in - mind at any given time depends on the character’s level. - -
-
- Spell Slots - - Regardless of how many spells a caster knows or prepares, he - or she can cast only a limited number of spells before - resting. Manipulating the fabric of magic and channeling its - energy into even a simple spell is physically and mentally - taxing, and higher level spells are even more so. Thus, each - spellcasting class’s description (except that of the warlock) - includes a table showing how many spell slots of each spell - level a character can use at each character level. For - example, the 3rd-level wizard Umara has four 1st-level spell - slots and two 2nd-level slots. - - - When a character casts a spell, he or she expends a slot of - that spell’s level or higher, effectively - filling a slot with the spell. You can think of - a spell slot as a groove of a certain size-small for a - 1st-level slot, larger for a spell of higher level. A - 1st-level spell fits into a slot of any size, but a 9th-level - spell fits only in a 9th-level slot. So when Umara casts - magic missile, a 1st-level spell, she - spends one of her four 1st-level slots and has three - remaining. - - - Finishing a long rest restores any expended spell slots. - - - Some characters and monsters have special abilities that let - them cast spells without using spell slots. For example, a - monk who follows the Way of the Four Elements, a warlock who - chooses certain eldritch invocations, and a pit fiend from the - Nine Hells can all cast spells in such a way. - -
- Casting a Spell at a Higher Level - - When a spellcaster casts a spell using a slot that is of a - higher level than the spell, the spell assumes the higher - level for that casting. For instance, if Umara casts - magic missile using one of her - 2nd-level slots, that magic missile is - 2nd level. Effectively, the spell expands to fill the slot - it is put into. - - - Some spells, such as magic missile and - cure wounds, have more powerful effects - when cast at a higher level, as detailed in a spell’s - description. - -
- - Because of the mental focus and precise gestures required - for spellcasting, you must be proficient with the armor - you are wearing to cast a spell. You are otherwise too - distracted and physically hampered by your armor for - spellcasting. - -
-
-
-
- Cantrips - - A cantrip is a spell that can be cast at will, without using a - spell slot and without being prepared in advance. Repeated - practice has fixed the spell in the caster’s mind and infused - the caster with the magic needed to produce the effect over - and over. A cantrip’s spell level is 0. - -
-
- Rituals - - Certain spells have a special tag: ritual. Such a spell can be - cast following the normal rules for spellcasting, or the spell - can be cast as a ritual. The ritual version of a spell takes - 10 minutes longer to cast than normal. It also doesn’t expend - a spell slot, which means the ritual version of a spell can’t - be cast at a higher level. - - - To cast a spell as a ritual, a spellcaster must have a feature - that grants the ability to do so. The cleric and the druid, - for example, have such a feature. The caster must also have - the spell prepared or on his or her list of spells known, - unless the character’s ritual feature specifies otherwise, as - the wizard’s does. + Some spells, such as magic missile and + cure wounds, have more powerful effects + when cast at a higher level, as detailed in a spell’s + description.
- The Schools of - Magic + Casting in Armor - Academies of magic group spells into eight categories called - schools of magic. Scholars, particularly wizards, apply - these categories to all spells, believing that all magic - functions in essentially the same way, whether it derives - from rigorous study or is bestowed by a deity. - - - The schools of magic help describe spells; they have no - rules of their own, although some rules refer to the - schools. - - - Abjuration spells are - protective in nature, though some of them have aggressive - uses. They create magical barriers, negate harmful effects, - harm trespassers, or banish creatures to other planes of - existence. - - - Conjuration spells - involve the transportation of objects and creatures from one - location to another. Some spells summon creatures or objects - to the caster’s side, whereas others allow the caster to - teleport to another location. Some conjurations create - objects or effects out of nothing. - - - Divination spells reveal - information, whether in the form of secrets long forgotten, - glimpses of the future, the locations of hidden things, the - truth behind illusions, or visions of distant people or - places. - - - Enchantment spells affect - the minds of others, influencing or controlling their - behavior. Such spells can make enemies see the caster as a - friend, force creatures to take a course of action, or even - control another creature like a puppet. - - - Evocation spells - manipulate magical energy to produce a desired effect. Some - call up blasts of fire or lightning. Others channel positive - energy to heal wounds. - - - Illusion spells deceive - the senses or minds of others. They cause people to see - things that are not there, to miss things that are there, to - hear phantom noises, or to remember things that never - happened. Some illusions create phantom images that any - creature can see, but the most insidious illusions plant an - image directly in the mind of a creature. - - - Necromancy spells - manipulate the energies of life and death. Such spells can - grant an extra reserve of life force, drain the life energy - from another creature, create the undead, or even bring the - dead back to life. - - - Creating the undead through the use of necromancy spells - such as animate dead is not a good act, and only evil - casters use such spells frequently. - - - Transmutation spells - change the properties of a creature, object, or environment. - They might turn an enemy into a harmless creature, bolster - the strength of an ally, make an object move at the caster’s - command, or enhance a creature’s innate healing abilities to - rapidly recover from injury. + Because of the mental focus and precise gestures required + for spellcasting, you must be proficient with the armor you + are wearing to cast a spell. You are otherwise too + distracted and physically hampered by your armor for + spellcasting.
-
- Casting a Spell +
+
+ Cantrips + + A cantrip is a spell that can be cast at will, without using a + spell slot and without being prepared in advance. Repeated + practice has fixed the spell in the caster’s mind and infused the + caster with the magic needed to produce the effect over and over. + A cantrip’s spell level is 0. + +
+
+ Rituals + + Certain spells have a special tag: ritual. Such a spell can be + cast following the normal rules for spellcasting, or the spell can + be cast as a ritual. The ritual version of a spell takes 10 + minutes longer to cast than normal. It also doesn’t expend a spell + slot, which means the ritual version of a spell can’t be cast at a + higher level. + + + To cast a spell as a ritual, a spellcaster must have a feature + that grants the ability to do so. The cleric and the druid, for + example, have such a feature. The caster must also have the spell + prepared or on his or her list of spells known, unless the + character’s ritual feature specifies otherwise, as the wizard’s + does. + +
- When a character casts any spell, the same basic rules are - followed, regardless of the character’s class or the spell’s - effects. + The Schools of + Magic - Each spell description begins with a block of information, - including the spell’s name, level, school of magic, casting - time, range, components, and duration. The rest of a spell entry - describes the spell’s effect. + Academies of magic group spells into eight categories called + schools of magic. Scholars, particularly wizards, apply these + categories to all spells, believing that all magic functions in + essentially the same way, whether it derives from rigorous study + or is bestowed by a deity. -
- Casting Time + + The schools of magic help describe spells; they have no rules of + their own, although some rules refer to the schools. + + + Abjuration spells are + protective in nature, though some of them have aggressive uses. + They create magical barriers, negate harmful effects, harm + trespassers, or banish creatures to other planes of existence. + + + Conjuration spells involve + the transportation of objects and creatures from one location to + another. Some spells summon creatures or objects to the caster’s + side, whereas others allow the caster to teleport to another + location. Some conjurations create objects or effects out of + nothing. + + + Divination spells reveal + information, whether in the form of secrets long forgotten, + glimpses of the future, the locations of hidden things, the + truth behind illusions, or visions of distant people or places. + + + Enchantment spells affect the + minds of others, influencing or controlling their behavior. Such + spells can make enemies see the caster as a friend, force + creatures to take a course of action, or even control another + creature like a puppet. + + + Evocation spells manipulate + magical energy to produce a desired effect. Some call up blasts + of fire or lightning. Others channel positive energy to heal + wounds. + + + Illusion spells deceive the + senses or minds of others. They cause people to see things that + are not there, to miss things that are there, to hear phantom + noises, or to remember things that never happened. Some + illusions create phantom images that any creature can see, but + the most insidious illusions plant an image directly in the mind + of a creature. + + + Necromancy spells manipulate + the energies of life and death. Such spells can grant an extra + reserve of life force, drain the life energy from another + creature, create the undead, or even bring the dead back to + life. + + + Creating the undead through the use of necromancy spells such as + animate dead is not a good act, and only evil casters use such + spells frequently. + + + Transmutation spells change + the properties of a creature, object, or environment. They might + turn an enemy into a harmless creature, bolster the strength of + an ally, make an object move at the caster’s command, or enhance + a creature’s innate healing abilities to rapidly recover from + injury. + +
+
+
+ Casting a Spell + + When a character casts any spell, the same basic rules are + followed, regardless of the character’s class or the spell’s + effects. + + + Each spell description begins with a block of information, + including the spell’s name, level, school of magic, casting time, + range, components, and duration. The rest of a spell entry + describes the spell’s effect. + +
+ Casting Time + + Most spells require a single action to cast, but some spells + require a bonus action, a reaction, or much more time to cast. + +
+ Bonus Action - Most spells require a single action to cast, but some spells - require a bonus action, a reaction, or much more time to cast. - -
- Bonus Action - - A spell cast with a bonus action is especially swift. You - must use a bonus action on your turn to cast the spell, - provided that you haven’t already taken a bonus action this - turn. You can’t cast another spell during the same turn, - except for a cantrip with a casting time of 1 action. - -
-
- Reactions - - Some spells can be cast as reactions. These spells take a - fraction of a second to bring about and are cast in response - to some event. If a spell can be cast as a reaction, the - spell description tells you exactly when you can do so. - -
-
- Longer Casting Times - - Certain spells (including spells cast as rituals) require - more time to cast: minutes or even hours. When you cast a - spell with a casting time longer than a single action or - reaction, you must spend your action each turn casting the - spell, and you must maintain your concentration while you do - so (see Concentration below). If your - concentration is broken, the spell fails, but you don’t - expend a spell slot. If you want to try casting the spell - again, you must start over. - -
-
-
- Spell Range - - The target of a spell must be within the spell’s range. For a - spell like magic missile, the target is a - creature. For a spell like fireball, the - target is the point in space where the ball of fire erupts. - - - Most spells have ranges expressed in feet. Some spells can - target only a creature (including you) that you touch. Other - spells, such as the shield spell, affect - only you. These spells have a range of self. - - - Spells that create cones or lines of effect that originate - from you also have a range of self, indicating that the origin - point of the spell’s effect must be you (see Areas of - Effect later in the this chapter). - - - Once a spell is cast, its effects aren’t limited by its range, - unless the spell’s description says otherwise. + A spell cast with a bonus action is especially swift. You must + use a bonus action on your turn to cast the spell, provided + that you haven’t already taken a bonus action this turn. You + can’t cast another spell during the same turn, except for a + cantrip with a casting time of 1 action.
-
- Components +
+ Reactions - A spell’s components are the physical requirements you must - meet in order to cast it. Each spell’s description indicates - whether it requires verbal (V), somatic (S), or material (M) - components. If you can’t provide one or more of a spell’s - components, you are unable to cast the spell. - -
- Verbal (V) - - Most spells require the chanting of mystic words. The words - themselves aren’t the source of the spell’s power; rather, - the particular combination of sounds, with specific pitch - and resonance, sets the threads of magic in motion. Thus, a - character who is gagged or in an area of silence, such as - one created by the silence spell, can’t - cast a spell with a verbal component. - -
-
- Somatic (S) - - Spellcasting gestures might include a forceful gesticulation - or an intricate set of gestures. If a spell requires a - somatic component, the caster must have free use of at least - one hand to perform these gestures. - -
-
- Material (M) - - Casting some spells requires particular objects, specified - in parentheses in the component entry. A character can use a - component pouch or a - spellcasting focus (found - in Equipment) in place of the components - specified for a spell. But if a cost is indicated for a - component, a character must have that specific component - before he or she can cast the spell. - - - 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. - -
-
-
- Duration - - A spell’s duration is the length of time the spell persists. A - duration can be expressed in rounds, minutes, hours, or even - years. Some spells specify that their effects last until the - spells are dispelled or destroyed. - -
- Instantaneous - - Many spells are instantaneous. The spell harms, heals, - creates, or alters a creature or an object in a way that - can’t be dispelled, because its magic exists only for an - instant. - -
-
- Concentration - - Some spells require you to maintain concentration in order - to keep their magic active. If you lose concentration, such - a spell ends. - - - If a spell must be maintained with concentration, that fact - appears in its Duration entry, and the spell specifies how - long you can concentrate on it. You can end concentration at - any time (no action required). - - - Normal activity, such as moving and attacking, doesn’t - interfere with concentration. The following factors can - break concentration: - - - - - Casting another spell that - requires concentration. You lose - concentration on a spell if you cast another spell that - requires concentration. You can’t concentrate on two - spells at once. - - - - - Taking damage. - Whenever you take damage while you are concentrating on - a spell, you must make a Constitution saving throw to - maintain your concentration. The DC equals 10 or half - the damage you take, whichever number is higher. If you - take damage from multiple sources, such as an arrow and - a dragon’s breath, you make a separate saving throw for - each source of damage. - - - - - Being incapacitated or - killed. You lose concentration on a spell if - you are incapacitated or if you die. - - - - - The GM might also decide that certain environmental - phenomena, such as a wave crashing over you while you’re on - a storm-tossed ship, require you to succeed on a DC 10 - Constitution saving throw to maintain concentration on a - spell. - -
-
-
- Targets - - A typical spell requires you to pick one or more targets to be - affected by the spell’s magic. A spell’s description tells you - whether the spell targets creatures, objects, or a point of - origin for an area of effect (described below). - - - Unless a spell has a perceptible effect, a creature might not - know it was targeted by a spell at all. An effect like - crackling lightning is obvious, but a more subtle effect, such - as an attempt to read a creature’s thoughts, typically goes - unnoticed, unless a spell says otherwise. - -
- A Clear Path to the Target - - To target something, you must have a clear path to it, so it - can’t be behind total cover. - - - If you place an area of effect at a point that you can’t see - and an obstruction, such as a wall, is between you and that - point, the point of origin comes into being on the near side - of that obstruction. - -
-
- Targeting Yourself - - If a spell targets a creature of your choice, you can choose - yourself, unless the creature must be hostile or - specifically a creature other than you. If you are in the - area of effect of a spell you cast, you can target yourself. - -
-
-
- Areas of Effect - - Spells such as burning hands and - cone of cold cover an area, allowing them - to affect multiple creatures at once. - - - A spell’s description specifies its area of effect, which - typically has one of five different shapes: cone, cube, - cylinder, line, or sphere. Every area of effect has a - point of origin, a location - from which the spell’s energy erupts. The rules for each shape - specify how you position its point of origin. Typically, a - point of origin is a point in space, but some spells have an - area whose origin is a creature or an object. - - - A spell’s effect expands in straight lines from the point of - origin. If no unblocked straight line extends from the point - of origin to a location within the area of effect, that - location isn’t included in the spell’s area. To block one of - these imaginary lines, an obstruction must provide total - cover. - -
- Cone - - A cone extends in a direction you choose from its point of - origin. A cone’s width at a given point along its length is - equal to that point’s distance from the point of origin. A - cone’s area of effect specifies its maximum length. - - - A cone’s point of origin is not included in the cone’s area - of effect, unless you decide otherwise. - -
-
- Cube - - You select a cube’s point of origin, which lies anywhere on - a face of the cubic effect. The cube’s size is expressed as - the length of each side. - - - A cube’s point of origin is not included in the cube’s area - of effect, unless you decide otherwise. - -
-
- Cylinder - - A cylinder’s point of origin is the center of a circle of a - particular radius, as given in the spell description. The - circle must either be on the ground or at the height of the - spell effect. The energy in a cylinder expands in straight - lines from the point of origin to the perimeter of the - circle, forming the base of the cylinder. The spell’s effect - then shoots up from the base or down from the top, to a - distance equal to the height of the cylinder. - - - A cylinder’s point of origin is included in the cylinder’s - area of effect. - -
-
- Line - - A line extends from its point of origin in a straight path - up to its length and covers an area defined by its width. - - - A line’s point of origin is not included in the line’s area - of effect, unless you decide otherwise. - -
-
- Sphere - - You select a sphere’s point of origin, and the sphere - extends outward from that point. The sphere’s size is - expressed as a radius in feet that extends from the point. - - - A sphere’s point of origin is included in the sphere’s area - of effect. - -
-
-
- Spell Saving Throws - - Many spells specify that a target can make a saving throw to - avoid some or all of a spell’s effects. The spell specifies - the ability that the target uses for the save and what happens - on a success or failure. - - - The DC to resist one of your spells = 8 + your spellcasting - ability modifier + your proficiency bonus + any special - modifiers. + Some spells can be cast as reactions. These spells take a + fraction of a second to bring about and are cast in response + to some event. If a spell can be cast as a reaction, the spell + description tells you exactly when you can do so.
-
- Spell Attack Rolls +
+ Longer Casting Times - Some spells require the caster to make an attack roll to - determine whether the spell effect hits the intended target. - Your attack bonus with a spell attack equals your spellcasting - ability modifier + your proficiency bonus. - - - Most spells that require attack rolls involve ranged attacks. - Remember that you have disadvantage on a ranged attack roll if - you are within 5 feet of a hostile creature that can see you - and that isn’t incapacitated. - -
-
- 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. - - - 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. + Certain spells (including spells cast as rituals) require more + time to cast: minutes or even hours. When you cast a spell + with a casting time longer than a single action or reaction, + you must spend your action each turn casting the spell, and + you must maintain your concentration while you do so (see + Concentration below). If your concentration is + broken, the spell fails, but you don’t expend a spell slot. If + you want to try casting the spell again, you must start over.
+
+ Spell Range + + The target of a spell must be within the spell’s range. For a + spell like magic missile, the target is a + creature. For a spell like fireball, the + target is the point in space where the ball of fire erupts. + + + Most spells have ranges expressed in feet. Some spells can + target only a creature (including you) that you touch. Other + spells, such as the shield spell, affect + only you. These spells have a range of self. + + + Spells that create cones or lines of effect that originate from + you also have a range of self, indicating that the origin point + of the spell’s effect must be you (see Areas of + Effect later in the this chapter). + + + Once a spell is cast, its effects aren’t limited by its range, + unless the spell’s description says otherwise. + +
+
+ Components + + A spell’s components are the physical requirements you must meet + in order to cast it. Each spell’s description indicates whether + it requires verbal (V), somatic (S), or material (M) components. + If you can’t provide one or more of a spell’s components, you + are unable to cast the spell. + +
+ Verbal (V) + + Most spells require the chanting of mystic words. The words + themselves aren’t the source of the spell’s power; rather, the + particular combination of sounds, with specific pitch and + resonance, sets the threads of magic in motion. Thus, a + character who is gagged or in an area of silence, such as one + created by the silence spell, can’t cast + a spell with a verbal component. + +
+
+ Somatic (S) + + Spellcasting gestures might include a forceful gesticulation + or an intricate set of gestures. If a spell requires a somatic + component, the caster must have free use of at least one hand + to perform these gestures. + +
+
+ Material (M) + + Casting some spells requires particular objects, specified in + parentheses in the component entry. A character can use a + component pouch or a + spellcasting focus (found + in Equipment) in place of the components + specified for a spell. But if a cost is indicated for a + component, a character must have that specific component + before he or she can cast the spell. + + + 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. + +
+
+
+ Duration + + A spell’s duration is the length of time the spell persists. A + duration can be expressed in rounds, minutes, hours, or even + years. Some spells specify that their effects last until the + spells are dispelled or destroyed. + +
+ Instantaneous + + Many spells are instantaneous. The spell harms, heals, + creates, or alters a creature or an object in a way that can’t + be dispelled, because its magic exists only for an instant. + +
+
+ Concentration + + Some spells require you to maintain concentration in order to + keep their magic active. If you lose concentration, such a + spell ends. + + + If a spell must be maintained with concentration, that fact + appears in its Duration entry, and the spell specifies how + long you can concentrate on it. You can end concentration at + any time (no action required). + + + Normal activity, such as moving and attacking, doesn’t + interfere with concentration. The following factors can break + concentration: + + + + + Casting another spell that + requires concentration. You lose concentration + on a spell if you cast another spell that requires + concentration. You can’t concentrate on two spells at + once. + + + + + Taking damage. Whenever + you take damage while you are concentrating on a spell, + you must make a Constitution saving throw to maintain your + concentration. The DC equals 10 or half the damage you + take, whichever number is higher. If you take damage from + multiple sources, such as an arrow and a dragon’s breath, + you make a separate saving throw for each source of + damage. + + + + + Being incapacitated or + killed. You lose concentration on a spell if + you are incapacitated or if you die. + + + + + The GM might also decide that certain environmental phenomena, + such as a wave crashing over you while you’re on a + storm-tossed ship, require you to succeed on a DC 10 + Constitution saving throw to maintain concentration on a + spell. + +
+
+
+ Targets + + A typical spell requires you to pick one or more targets to be + affected by the spell’s magic. A spell’s description tells you + whether the spell targets creatures, objects, or a point of + origin for an area of effect (described below). + + + Unless a spell has a perceptible effect, a creature might not + know it was targeted by a spell at all. An effect like crackling + lightning is obvious, but a more subtle effect, such as an + attempt to read a creature’s thoughts, typically goes unnoticed, + unless a spell says otherwise. + +
+ A Clear Path to the Target + + To target something, you must have a clear path to it, so it + can’t be behind total cover. + + + If you place an area of effect at a point that you can’t see + and an obstruction, such as a wall, is between you and that + point, the point of origin comes into being on the near side + of that obstruction. + +
+
+ Targeting Yourself + + If a spell targets a creature of your choice, you can choose + yourself, unless the creature must be hostile or specifically + a creature other than you. If you are in the area of effect of + a spell you cast, you can target yourself. + +
+
+
+ Areas of Effect + + Spells such as burning hands and + cone of cold cover an area, allowing them + to affect multiple creatures at once. + + + A spell’s description specifies its area of effect, which + typically has one of five different shapes: cone, cube, + cylinder, line, or sphere. Every area of effect has a + point of origin, a location + from which the spell’s energy erupts. The rules for each shape + specify how you position its point of origin. Typically, a point + of origin is a point in space, but some spells have an area + whose origin is a creature or an object. + + + A spell’s effect expands in straight lines from the point of + origin. If no unblocked straight line extends from the point of + origin to a location within the area of effect, that location + isn’t included in the spell’s area. To block one of these + imaginary lines, an obstruction must provide total cover. + +
+ Cone + + A cone extends in a direction you choose from its point of + origin. A cone’s width at a given point along its length is + equal to that point’s distance from the point of origin. A + cone’s area of effect specifies its maximum length. + + + A cone’s point of origin is not included in the cone’s area of + effect, unless you decide otherwise. + +
+
+ Cube + + You select a cube’s point of origin, which lies anywhere on a + face of the cubic effect. The cube’s size is expressed as the + length of each side. + + + A cube’s point of origin is not included in the cube’s area of + effect, unless you decide otherwise. + +
+
+ Cylinder + + A cylinder’s point of origin is the center of a circle of a + particular radius, as given in the spell description. The + circle must either be on the ground or at the height of the + spell effect. The energy in a cylinder expands in straight + lines from the point of origin to the perimeter of the circle, + forming the base of the cylinder. The spell’s effect then + shoots up from the base or down from the top, to a distance + equal to the height of the cylinder. + + + A cylinder’s point of origin is included in the cylinder’s + area of effect. + +
+
+ Line + + A line extends from its point of origin in a straight path up + to its length and covers an area defined by its width. + + + A line’s point of origin is not included in the line’s area of + effect, unless you decide otherwise. + +
+
+ Sphere + + You select a sphere’s point of origin, and the sphere extends + outward from that point. The sphere’s size is expressed as a + radius in feet that extends from the point. + + + A sphere’s point of origin is included in the sphere’s area of + effect. + +
+
+
+
+ Spell Saving Throws + + Many spells specify that a target can make a saving throw to avoid + some or all of a spell’s effects. The spell specifies the ability + that the target uses for the save and what happens on a success or + failure. + + + The DC to resist one of your spells = 8 + your spellcasting + ability modifier + your proficiency bonus + any special modifiers. + +
+
+ Spell Attack Rolls + + Some spells require the caster to make an attack roll to determine + whether the spell effect hits the intended target. Your attack + bonus with a spell attack equals your spellcasting ability + modifier + your proficiency bonus. + + + Most spells that require attack rolls involve ranged attacks. + Remember that you have disadvantage on a ranged attack roll if you + are within 5 feet of a hostile creature that can see you and that + isn’t incapacitated. + +
+
+ Combining Magical Effects + + 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. + + + 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. +
Spells @@ -32698,42 +32651,41 @@ spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. -
- Burning Hands - - 1st-level evocation - - - Casting Time: 1 action - - - Range: Self (15-foot cone) - - - Components: V, S - - - Duration: Instantaneous - - - As you hold your hands with thumbs touching and fingers - spread, a thin sheet of flames shoots forth from your - outstretched fingertips. Each creature in a 15-foot cone must - make a Dexterity saving throw. A creature takes 3d6 fire - damage on a failed save, or half as much damage on a - successful one. - - - The fire ignites any flammable objects in the area that aren’t - being worn or carried. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the damage increases by 1d6 - for each slot level above 1st. - -
+
+
+ Burning Hands + + 1st-level evocation + + + Casting Time: 1 action + + + Range: Self (15-foot cone) + + + Components: V, S + + + Duration: Instantaneous + + + As you hold your hands with thumbs touching and fingers spread, + a thin sheet of flames shoots forth from your outstretched + fingertips. Each creature in a 15-foot cone must make a + Dexterity saving throw. A creature takes 3d6 fire damage on a + failed save, or half as much damage on a successful one. + + + The fire ignites any flammable objects in the area that aren’t + being worn or carried. + + + At Higher + Levels. When you cast this spell using a + spell slot of 2nd level or higher, the damage increases by 1d6 + for each slot level above 1st. +
@@ -49149,11 +49101,6 @@
Treasure - - -
-
- Magic Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and @@ -60735,1392 +60682,6 @@
-
- Monsters - - -
-
- Monster Statistics -
- Type - - A monster’s type speaks to its fundamental nature. Certain - spells, magic items, class features, and other effects in the - game interact in special ways with creatures of a particular - type. For example, an arrow of dragon - slaying deals extra damage not only to dragons but - also other creatures of the dragon type, such as dragon turtles - and wyverns. - - - The game includes the following monster types, which have no - rules of their own. - - - Aberrations are utterly alien - beings. Many of them have innate magical abilities drawn from - the creature’s alien mind rather than the mystical forces of the - world. The quintessential aberrations are aboleths, beholders, - mind flayers, and slaadi. - - - Beasts are nonhumanoid - creatures that are a natural part of the fantasy ecology. Some - of them have magical powers, but most are unintelligent and lack - any society or language. Beasts include all varieties of - ordinary animals, dinosaurs, and giant versions of animals. - - - Celestials are creatures - native to the Upper Planes. Many of them are the servants of - deities, employed as messengers or agents in the mortal realm - and throughout the planes. Celestials are good by nature, so the - exceptional celestial who strays from a good alignment is a - horrifying rarity. Celestials include angels, couatls, and - pegasi. - - - Constructs are made, not - born. Some are programmed by their creators to follow a simple - set of instructions, while others are imbued with sentience and - capable of independent thought. Golems are the iconic - constructs. Many creatures native to the outer plane of - Mechanus, such as modrons, are constructs shaped from the raw - material of the plane by the will of more powerful creatures. - - - Dragons are large reptilian - creatures of ancient origin and tremendous power. True dragons, - including the good metallic dragons and the evil chromatic - dragons, are highly intelligent and have innate magic. Also in - this category are creatures distantly related to true dragons, - but less powerful, less intelligent, and less magical, such as - wyverns and pseudodragons. - - - Elementals are creatures - native to the elemental planes. Some creatures of this type are - little more than animate masses of their respective elements, - including the creatures simply called elementals. Others have - biological forms infused with elemental energy. The races of - genies, including djinn and efreet, form the most important - civilizations on the elemental planes. Other elemental creatures - include azers, invisible stalkers, and water weirds. - - - Fey are magical creatures - closely tied to the forces of nature. They dwell in twilight - groves and misty forests. In some worlds, they are closely tied - to the Feywild, also called the Plane of Faerie. Some are also - found in the Outer Planes, particularly the planes of Arborea - and the Beastlands. Fey include dryads, pixies, and satyrs. - - - Fiends are creatures of - wickedness that are native to the Lower Planes. A few are the - servants of deities, but many more labor under the leadership of - archdevils and demon princes. Evil priests and mages sometimes - summon fiends to the material world to do their bidding. If an - evil celestial is a rarity, a good fiend is almost - inconceivable. Fiends include demons, devils, hell hounds, - rakshasas, and yugoloths. - - - Giants tower over humans and - their kind. They are humanlike in shape, though some have - multiple heads (ettins) or deformities (fomorians). The six - varieties of true giant are hill giants, stone giants, frost - giants, fire giants, cloud giants, and storm giants. Besides - these, creatures such as ogres and trolls are giants. - - - Humanoids are the main - peoples of a fantasy gaming world, both civilized and savage, - including humans and a tremendous variety of other species. They - have language and culture, few if any innate magical abilities - (though most humanoids can learn spellcasting), and a bipedal - form. The most common humanoid races are the ones most suitable - as player characters: humans, dwarves, elves, and halflings. - Almost as numerous but far more savage and brutal, and almost - uniformly evil, are the races of goblinoids (goblins, - hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and - kobolds. - - - Monstrosities are monsters in - the strictest sense-frightening creatures that are not ordinary, - not truly natural, and almost never benign. Some are the results - of magical experimentation gone awry (such as owlbears), and - others are the product of terrible curses (including minotaurs - and yuan-ti). They defy categorization, and in some sense serve - as a catch-all category for creatures that don’t fit into any - other type. - - - Oozes are gelatinous - creatures that rarely have a fixed shape. They are mostly - subterranean, dwelling in caves and dungeons and feeding on - refuse, carrion, or creatures unlucky enough to get in their - way. Black puddings and gelatinous cubes are among the most - recognizable oozes. - - - Plants in this context are - vegetable creatures, not ordinary flora. Most of them are - ambulatory, and some are carnivorous. The quintessential plants - are the shambling mound and the treant. Fungal creatures such as - the gas spore and the myconid also fall into this category. - - - Undead are once-living - creatures brought to a horrifying state of undeath through the - practice of necromantic magic or some unholy curse. Undead - include walking corpses, such as vampires and zombies, as well - as bodiless spirits, such as ghosts and specters. - -
- Tags - - A monster might have one or more tags appended to its type, in - parentheses. For example, an orc has the humanoid - (orc) type. The parenthetical tags provide - additional categorization for certain creatures. The tags have - no rules of their own, but something in the game, such as a - magic item, might refer to them. For instance, a spear that is - especially effective at fighting demons would work against any - monster that has the demon tag. - -
-
-
- Alignment - - A monster’s alignment provides a clue to its disposition and how - it behaves in a roleplaying or combat situation. For example, a - chaotic evil monster might be difficult to reason with and might - attack characters on sight, whereas a neutral monster might be - willing to negotiate. See the Player’s - Handbook for descriptions of the different - alignments. - - - The alignment specified in a monster’s stat block is the - default. Feel free to depart from it and change a monster’s - alignment to suit the needs of your campaign. If you want a - good-aligned green dragon or an evil storm giant, there’s - nothing stopping you. - - - Some creatures can have any - alignment. In other words, you choose the monster’s - alignment. Some monster’s alignment entry indicates a tendency - or aversion toward law, chaos, good, or evil. For example, a - berserker can be any chaotic alignment (chaotic good, chaotic - neutral, or chaotic evil), as befits its wild nature. - - - Many creatures of low intelligence have no comprehension of law - or chaos, good or evil. They don’t make moral or ethical - choices, but rather act on instinct. These creatures are - unaligned, which means they - don’t have an alignment. - -
-
- Armor Class - - A monster that wears armor or carries a shield has an Armor - Class (AC) that takes its armor, shield, and Dexterity into - account. Otherwise, a monster’s AC is based on its Dexterity - modifier and natural armor, if any. If a monster has natural - armor, wears armor, or carries a shield, this is noted in - parentheses after its AC value. - -
-
- Hit Points - - A monster usually dies or is destroyed when it drops to 0 hit - points. For more on hit points, see the Player’s - Handbook. - - - A monster’s hit points are presented both as a die expression - and as an average number. For example, a monster with 2d8 hit - points has 9 hit points on average (2 × 4½). - - - A monster’s size determines the die used to calculate its hit - points, as shown in the Hit Dice by Size table. - - - Table- Hit Dice by Size - - - - - - - - - - Monster Size - - - Hit Die - - - Average HP per Die - - - - - - - Tiny - - - d4 - - - 2 1/2 - - - - - Small - - - d6 - - - 3 1/2 - - - - - Medium - - - d8 - - - 4 1/2 - - - - - Large - - - d10 - - - 5 1/2 - - - - - Huge - - - d12 - - - 6 1/2 - - - - - Gargantuan - - - d20 - - - 10 1/2 - - - - - - - - - - - - - - - A monster’s Constitution modifier also affects the number of hit - points it has. Its Constitution modifier is multiplied by the - number of Hit Dice it possesses, and the result is added to its - hit points. For example, if a monster has a Constitution of 12 - (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average - 11). - -
-
- Speed - - A monster’s speed tells you how far it can move on its turn. For - more information on speed, see the Player’s - Handbook. - - - All creatures have a walking speed, simply called the monster’s - speed. Creatures that have no form of ground-based locomotion - have a walking speed of 0 feet. - - - Some creatures have one or more of the following additional - movement modes. - -
- Burrow - - A monster that has a burrowing speed can use that speed to - move through sand, earth, mud, or ice. A monster can’t burrow - through solid rock unless it has a special trait that allows - it to do so. - -
-
- Climb - - A monster that has a climbing speed can use all or part of its - movement to move on vertical surfaces. The monster doesn’t - need to spend extra movement to climb. - -
-
- Fly - - A monster that has a flying speed can use all or part of its - movement to fly. Some monsters have the ability to - hover, which makes them - hard to knock out of the air (as explained in the rules on - flying in the Player’s Handbook). Such a - monster stops hovering when it dies. - -
-
- Swim - - A monster that has a swimming speed doesn’t need to spend - extra movement to swim. - -
-
-
- Ability Scores - - Every monster has six ability scores (Strength, Dexterity, - Constitution, Intelligence, Wisdom, and Charisma) and - corresponding modifiers. For more information on ability scores - and how they’re used in play, see the Player’s - Handbook. - -
-
- Saving Throws - - The Saving Throws entry is reserved for creatures that are adept - at resisting certain kinds of effects. For example, a creature - that isn’t easily charmed or frightened might gain a bonus on - its Wisdom saving throws. Most creatures don’t have special - saving throw bonuses, in which case this section is absent. - - - A saving throw bonus is the sum of a monster’s relevant ability - modifier and its proficiency bonus, which is determined by the - monster’s challenge rating (as shown in the Proficiency Bonus by - Challenge Rating table). - - - Table- Proficiency Bonus by Challenge - Rating - - - - - - - - - Challenge - - - Proficiency Bonus - - - - - - - 0 - - - +2 - - - - - 1/8 - - - +2 - - - - - 1/4 - - - +2 - - - - - 1/2 - - - +2 - - - - - 1 - - - +2 - - - - - 2 - - - +2 - - - - - 3 - - - +2 - - - - - 4 - - - +2 - - - - - 5 - - - +3 - - - - - 6 - - - +3 - - - - - 7 - - - +3 - - - - - 8 - - - +3 - - - - - 9 - - - +4 - - - - - 10 - - - +4 - - - - - 11 - - - +4 - - - - - 12 - - - +4 - - - - - 13 - - - +5 - - - - - 14 - - - +5 - - - - - 15 - - - +5 - - - - - 16 - - - +5 - - - - - 17 - - - +6 - - - - - 18 - - - +6 - - - - - 19 - - - +6 - - - - - 20 - - - +6 - - - - - 21 - - - +7 - - - - - 22 - - - +7 - - - - - 23 - - - +7 - - - - - 24 - - - +7 - - - - - 25 - - - +8 - - - - - 26 - - - +8 - - - - - 27 - - - +8 - - - - - 28 - - - +8 - - - - - 29 - - - +9 - - - - - 30 - - - +9 - - - - - - - - - - - -
-
- Skills - - The Skills entry is reserved for monsters that are proficient in - one or more skills. For example, a monster that is very - perceptive and stealthy might have bonuses to Wisdom - (Perception) and Dexterity (Stealth) checks. - - - A skill bonus is the sum of a monster’s relevant ability - modifier and its proficiency bonus, which is determined by the - monster’s challenge rating (as shown in the Proficiency Bonus by - Challenge Rating table). Other modifiers might apply. For - instance, a monster might have a larger-than-expected bonus - (usually double its proficiency bonus) to account for its - heightened expertise. - - - Armor, Weapon, and Tool - Proficiencies - - - Assume that a creature is proficient with its armor, - weapons, and tools. If you swap them out, you decide whether the - creature is proficient with its new equipment. - - - For example, a hill giant typically wears hide armor - and wields a greatclub. You could equip a hill giant with chain - mail and a greataxe instead, and assume the giant is proficient - with both, one or the other, or neither. - - - See the Player’s Handbook for rules on using armor or - weapons without proficiency. - -
-
- Vulnerabilities, Resistances, and Immunities - - Some creatures have vulnerability, resistance, or immunity to - certain types of damage. Particular creatures are even resistant - or immune to damage from nonmagical attacks (a magical attack is - an attack delivered by a spell, a magic item, or another magical - source). In addition, some creatures are immune to certain - conditions. - -
-
- Senses - - The Senses entry notes a monster’s passive Wisdom (Perception) - score, as well as any special senses the monster might have. - Special senses are described below. - -
- Blindsight - - A monster with blindsight can perceive its surroundings - without relying on sight, within a specific radius. - - - Creatures without eyes, such as grimlocks and gray oozes, - typically have this special sense, as do creatures with - echolocation or heightened senses, such as bats and true - dragons. - - - If a monster is naturally blind, it has a parenthetical note - to this effect, indicating that the radius of its blindsight - defines the maximum range of its perception. - -
-
- Darkvision - - A monster with darkvision can see in the dark within a - specific radius. The monster can see in dim light within the - radius as if it were bright light, and in darkness as if it - were dim light. The monster can’t discern color in darkness, - only shades of gray. Many creatures that live underground have - this special sense. - -
-
- Tremorsense - - A monster with tremorsense can detect and pinpoint the origin - of vibrations within a specific radius, provided that the - monster and the source of the vibrations are in contact with - the same ground or substance. Tremorsense can’t be used to - detect flying or incorporeal creatures. Many burrowing - creatures, such as ankhegs and umber hulks, have this special - sense. - -
-
- Truesight - - A monster 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 perceive the original form of - a shapechanger or a creature that is transformed by magic. - Furthermore, the monster can see into the Ethereal Plane - within the same range. - -
-
-
- Languages - - The languages that a monster can speak are listed in - alphabetical order. Sometimes a monster can understand a - language but can’t speak it, and this is noted in its entry. A - - indicates that a creature neither speaks nor - understands any language. - -
- Telepathy - - Telepathy is a magical ability that allows a monster to - communicate mentally with another creature within a specified - range. The contacted creature doesn’t need to share a language - with the monster to communicate in this way with it, but it - must be able to understand at least one language. A creature - without telepathy can receive and respond to telepathic - messages but can’t initiate or terminate a telepathic - conversation. - - - A telepathic monster doesn’t need to see a contacted creature - and can end the telepathic contact at any time. The contact is - broken as soon as the two creatures are no longer within range - of each other or if the telepathic monster contacts a - different creature within range. A telepathic monster can - initiate or terminate a telepathic conversation without using - an action, but while the monster is incapacitated, it can’t - initiate telepathic contact, and any current contact is - terminated. - - - A creature within the area of an antimagic - field or in any other location where magic doesn’t - function can’t send or receive telepathic messages. - -
-
-
- Challenge - - A monster’s Challenge rating - tells you how great a threat the monster is. An appropriately - equipped and well-rested party of four adventurers should be - able to defeat a monster that has a challenge rating equal to - its level without suffering any deaths. For example, a party of - four 3rd-level characters should find a monster with a challenge - rating of 3 to be a worthy challenge, but not a deadly one. - - - Monsters that are significantly weaker than 1st- level - characters have a challenge rating lower than 1. Monsters with a - challenge rating of 0 are insignificant except in large numbers; - those with no effective attacks are worth no experience points, - while those that have attacks are worth 10 XP each. - - - Some monsters present a greater challenge than even a typical - 20th-level party can handle. These monsters have a challenge - rating of 21 or higher and are specifically designed to test - player skill. - -
- Experience Points - - The number of experience points (XP) a monster is worth is - based on its challenge rating. Typically, XP is awarded for - defeating the monster, although the GM may also award XP for - neutralizing the threat posed by the monster in some other - manner. - - - Unless something tells you otherwise, a monster summoned by a - spell or other magical ability is worth the XP noted in its - stat block. - - - Table- Experience Points by Challenge - Rating - - - - - - - - - Challenge - - - XP - - - - - - - 0 - - - 0 or 10 - - - - - 1/8 - - - 25 - - - - - 1/4 - - - 50 - - - - - 1/2 - - - 100 - - - - - 1 - - - 200 - - - - - 2 - - - 450 - - - - - 3 - - - 700 - - - - - 4 - - - 1,100 - - - - - 5 - - - 1,800 - - - - - 6 - - - 2,300 - - - - - 7 - - - 2,900 - - - - - 8 - - - 3,900 - - - - - 14 - - - 11,500 - - - - - 15 - - - 13,000 - - - - - 16 - - - 15,000 - - - - - 17 - - - 18,000 - - - - - 18 - - - 20,000 - - - - - 19 - - - 22,000 - - - - - 20 - - - 25,000 - - - - - 21 - - - 33,000 - - - - - 22 - - - 41,000 - - - - - 23 - - - 50,000 - - - - - 24 - - - 62,000 - - - - - 25 - - - 75,000 - - - - - - - - - - - -
-
-
- Special Traits - - Special traits (which appear after a monster’s challenge rating - but before any actions or reactions) are characteristics that - are likely to be relevant in a combat encounter and that require - some explanation. - -
- Innate Spellcasting - - A monster with the innate ability to cast spells has the - Innate Spellcasting special trait. Unless noted otherwise, an - innate spell of 1st level or higher is always cast at its - lowest possible level and can’t be cast at a higher level. If - a monster has a cantrip where its level matters and no level - is given, use the monster’s challenge rating. - - - An innate spell can have special rules or restrictions. For - example, a drow mage can innately cast the - levitate spell, but the spell has a - self only restriction, which means that the - spell affects only the drow mage. - - - A monster’s innate spells can’t be swapped out with other - spells. If a monster’s innate spells don’t require attack - rolls, no attack bonus is given for them. - -
-
- Spellcasting - - A monster with the Spellcasting special trait has a - spellcaster level and spell slots, which it uses to cast its - spells of 1st level and higher (as explained in the - Player’s Handbook). The spellcaster level - is also used for any cantrips included in the feature. - - - The monster has a list of spells known or prepared from a - specific class. The list might also include spells from a - feature in that class, such as the Divine Domain feature of - the cleric or the Druid Circle feature of the druid. The - monster is considered a member of that class when attuning to - or using a magic item that requires membership in the class or - access to its spell list. - - - A monster can cast a spell from its list at a higher level if - it has the spell slot to do so. For example, a drow mage with - the 3rd-level lightning bolt spell can - cast it as a 5th-level spell by using one of its 5th-level - greater or lesser threat than suggested by its challenge - rating. - -
-
- Psionics - - A monster that casts spells using only the power of its mind - has the psionics tag added to its Spellcasting or Innate - Spellcasting special trait. This tag carries no special rules - of its own, but other parts of the game might refer to it. A - monster that has this tag typically doesn’t require any - components to cast its spells. - -
-
-
- Actions - - When a monster takes its action, it can choose from the options - in the Actions section of its stat block or use one of the - actions available to all creatures, such as the Dash or Hide - action, as described in the Player’s - Handbook. - -
- Melee and Ranged Attacks - - The most common actions that a monster will take in combat are - melee and ranged attacks. These can be spell attacks or weapon - attacks, where the weapon might be a - manufactured item or a natural weapon, such as a claw or tail - spike. For more information on different kinds of attacks, see - the Player’s Handbook. - - - Creature vs - Target. The target of a melee or ranged - attack is usually either one creature or one target, the - difference being that a target can be a - creature or an object. - - - Hit. - Any damage dealt or other effects that occur as a result of an - attack hitting a target are described after the - Hit notation. You have the option of taking - average damage or rolling the damage; for this reason, both - the average damage and the die expression are presented. - - - Miss. - If an attack has an effect that occurs on a miss, that - information is presented after the Miss: - notation. - - - Grapple Rules for - Monsters - - - Many monsters have special attacks that allow them - to quickly grapple prey. When a monster hits with such an - attack, it doesn’t need to make an additional ability check to - determine whether the grapple succeeds, unless the attack says - otherwise. - - - A creature grappled by the monster can use its - action to try to escape. To do so, it must succeed on a - Strength (Athletics) or Dexterity (Acrobatics) check against - the escape DC in the monster’s stat block. If no escape DC is - given, assume the DC is 10+the monster’s Strength (Athletics) - modifier. - -
-
- Multiattack - - A creature that can make multiple attacks on its turn has the - Multiattack action. A creature can’t use Multiattack when - making an opportunity attack, which must be a single melee - attack. - -
-
- Ammunition - - A monster carries enough ammunition to make its ranged - attacks. You can assume that a monster has 2d4 pieces of - ammunition for a thrown weapon attack, and 2d10 pieces of - ammunition for a projectile weapon such as a bow or crossbow. - -
-
-
- Reactions - - If a monster can do something special with its reaction, that - information is contained here. If a creature has no special - reaction, this section is absent. - -
-
- Limited Usage - - Some special abilities have restrictions on the number of times - they can be used. - - - X/Day. - The notation X/Day means a special ability can be - used X number of times and that a monster must finish a long - rest to regain expended uses. For example, 1/Day - means a special ability can be used once and that the monster - must finish a long rest to use it again. - - - Recharge - X-Y. The notation Recharge - X-Y means a monster can use a special ability once and - that the ability then has a random chance of recharging during - each subsequent round of combat. At the start of each of the - monster’s turns, roll a d6. If the roll is one of the numbers in - the recharge notation, the monster regains the use of the - special ability. The ability also recharges when the monster - finishes a short or long rest. - - - For example, Recharge 5-6 means a monster can use - the special ability once. Then, at the start of the monster’s - turn, it regains the use of that ability if it rolls a 5 or 6 on - a d6. - - - Recharge after a Short or Long - Rest. This notation means that a monster - can use a special ability once and then must finish a short or - long rest to use it again. - -
-
- Equipment - - A stat block rarely refers to equipment, other than armor or - weapons used by a monster. A creature that customarily wears - clothes, such as a humanoid, is assumed to be dressed - appropriately. - - - You can equip monsters with additional gear and trinkets however - you like, and you decide how much of a monster’s equipment is - recoverable after the creature is slain and whether any of that - equipment is still usable. A battered suit of armor made for a - monster is rarely usable by someone else, for instance. - - - If a spellcasting monster needs material components to cast its - spells, assume that it has the material components it needs to - cast the spells in its stat block. - -
-
-
- Legendary Creatures - - A legendary creature can do things that ordinary creatures can’t. - It can take special actions outside its turn, and it might exert - magical influence for miles around. - - - If a creature assumes the form of a legendary creature, such as - through a spell, it doesn’t gain that form’s legendary actions, - lair actions, or regional effects. - -
- Legendary Actions - - A legendary creature can take a certain number of special - actions-called legendary actions-outside its turn. Only one - legendary action option can be used at a time and only at the - end of another creature’s turn. A creature regains its spent - legendary actions at the start of its turn. It can forgo using - them, and it can’t use them while incapacitated or otherwise - unable to take actions. If surprised, it can’t use them until - after its first turn in the combat. - -
-
- A Legendary Creature’s Lair - - A legendary creature might have a section describing its lair - and the special effects it can create while there, either by act - of will or simply by being present. Such a section applies only - to a legendary creature that spends a great deal of time in its - lair. - -
- Lair Actions - - If a legendary creature has lair actions, it can use them to - harness the ambient magic in its lair. On initiative count 20 - (losing all initiative ties), it can use one of its lair - action options. It can’t do so while incapacitated or - otherwise unable to take actions. If surprised, it can’t use - one until after its first turn in the combat. - -
-
- Regional Effects - - The mere presence of a legendary creature can have strange and - wondrous effects on its environment, as noted in this section. - Regional effects end abruptly or dissipate over time when the - legendary creature dies. - -
-
-
Monsters (A)
@@ -62230,7 +60791,7 @@ telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. -
+
Actions Multiattack. @@ -62276,7 +60837,7 @@ saving throw when it is at least 1 mile away from the aboleth.
-
+
Legendary Actions The aboleth can take 3 legendary actions, choosing from the @@ -62423,7 +60984,7 @@ Resistance. The deva has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -62593,7 +61154,7 @@ Resistance. The planetar has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -62748,7 +61309,7 @@ Resistance. The solar has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -62788,7 +61349,7 @@ deafness.
-
+
Legendary Actions The solar can take 3 legendary actions, choosing from the @@ -62929,7 +61490,7 @@ motionless, it is indistinguishable from a normal suit of armor. -
+
Actions Multiattack. @@ -63050,7 +61611,7 @@ motionless and isn’t flying, it is indistinguishable from a normal sword. -
+
Actions Longsword. @@ -63166,7 +61727,7 @@ Appearance. While the rug remains motionless, it is indistinguishable from a normal rug. -
+
Actions Smother. @@ -63261,7 +61822,7 @@ Challenge 2 (450 XP) -
+
Actions Bite. @@ -63387,7 +61948,7 @@ The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -
+
Actions Warhammer. @@ -63505,7 +62066,7 @@ bright light, it mistakes itself for a rival and targets itself with its gaze. -
+
Actions Bite. @@ -63601,7 +62162,7 @@ Challenge 11 (7,200 XP) -
+
Actions Multiattack. @@ -63747,7 +62308,7 @@ combat, the target takes an extra 7 (2d6) damage from the attack. -
+
Actions Morningstar. @@ -63852,7 +62413,7 @@ feet and its high jump is up to 15 feet, with or without a running start. -
+
Actions Bite. @@ -63966,7 +62527,7 @@ and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. -
+
Actions Multiattack. @@ -64076,7 +62637,7 @@ Challenge 6 (2,300 XP) -
+
Actions Multiattack. @@ -64212,7 +62773,7 @@ detect magic spell but isn’t itself magical. -
+
Actions Multiattack. @@ -64338,7 +62899,7 @@ cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -64478,7 +63039,7 @@ Challenge 1/2 (100 XP) -
+
Actions Bite. @@ -64617,7 +63178,7 @@ to any effect that would sense its emotions, read its thoughts, or detect its location. -
+
Actions Bite. @@ -64750,7 +63311,7 @@ motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. -
+
Actions Crush. @@ -64915,7 +63476,7 @@ Weapons. The balor’s weapon attacks are magical. -
+
Actions Multiattack. @@ -65038,7 +63599,7 @@ Challenge 1/4 (50 XP) -
+
Actions Multiattack. @@ -65187,7 +63748,7 @@ Resistance. The glabrezu has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -65320,7 +63881,7 @@ saving throw, the creature is immune to the hezrou’s stench for 24 hours. -
+
Actions Multiattack. @@ -65451,7 +64012,7 @@ Reactive. The marilith can take one reaction on every turn in a combat. -
+
Actions Multiattack. @@ -65481,7 +64042,7 @@ space it can see.
-
+
Reactions Parry. @@ -65592,7 +64153,7 @@ Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -65740,7 +64301,7 @@ Resistance. The quasit has advantage on saving throws against spells and other magical effects. -
+
Actions Claws (Bite in Beast @@ -65871,7 +64432,7 @@ Resistance. The vrock has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66032,7 +64593,7 @@ Resistance. The devil has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66174,7 +64735,7 @@ The devil can’t be frightened while it can see an allied creature within 30 feet of it. -
+
Actions Multiattack. @@ -66318,7 +64879,7 @@ Resistance. The devil has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66450,7 +65011,7 @@ Resistance. The devil has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66484,7 +65045,7 @@ points or if the devil is incapacitated or dies.
-
+
Reactions Unnerving @@ -66605,7 +65166,7 @@ Resistance. The erinyes has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66629,7 +65190,7 @@ magic.
-
+
Reactions Parry. @@ -66746,7 +65307,7 @@ Resistance. The devil has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -66891,7 +65452,7 @@ Resistance. The devil has advantage on saving throws against spells and other magical effects. -
+
Actions Multiattack. @@ -67063,7 +65624,7 @@ Resistance. The imp has advantage on saving throws against spells and other magical effects. -
+
Actions Sting (Bite in Beast @@ -67185,7 +65746,7 @@ bless spell cast on that creature or its remains are sprinkled with holy water. -
+
Actions Fist. @@ -67327,7 +65888,7 @@ 3/day each: hold monster, wall of fire -
+
Actions Multiattack. @@ -67457,7 +66018,7 @@ Breath. The plesiosaurus can hold its breath for 1 hour. -
+
Actions Bite. @@ -67557,7 +66118,7 @@ If the target is prone, the triceratops can make one stomp attack against it as a bonus action. -
+
Actions Gore. @@ -67655,7 +66216,7 @@ Challenge 8 (3,900 XP) -
+
Actions Multiattack. @@ -67786,7 +66347,7 @@ combat, the target takes an extra 10 (3d6) damage from the attack. -
+
Actions Multiattack. @@ -67919,7 +66480,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -67965,7 +66526,7 @@ damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -68093,7 +66654,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -68139,7 +66700,7 @@ damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -68262,7 +66823,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Multiattack. @@ -68386,7 +66947,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Bite. @@ -68506,7 +67067,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -68552,7 +67113,7 @@ save, or half as much damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -68678,7 +67239,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -68724,7 +67285,7 @@ save, or half as much damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -68844,7 +67405,7 @@ Challenge 9 (5,000 XP) -
+
Actions Multiattack. @@ -68965,7 +67526,7 @@ Challenge 3 (700 XP) -
+
Actions Bite. @@ -69091,7 +67652,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -69137,7 +67698,7 @@ a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -69264,7 +67825,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Multiattack. @@ -69392,7 +67953,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Bite. @@ -69511,7 +68072,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -69556,7 +68117,7 @@ failed save, or half as much damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -69681,7 +68242,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -69726,7 +68287,7 @@ failed save, or half as much damage on a successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -69845,7 +68406,7 @@ Challenge 10 (5,900 XP) -
+
Actions Multiattack. @@ -69964,7 +68525,7 @@ Challenge 4 (1,100 XP) -
+
Actions Bite. @@ -70089,7 +68650,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -70135,7 +68696,7 @@ successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -70266,7 +68827,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -70312,7 +68873,7 @@ successful one.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -70438,7 +68999,7 @@ Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. -
+
Actions Multiattack. @@ -70558,7 +69119,7 @@ Challenge 2 (450 XP) -
+
Actions Bite. @@ -70680,7 +69241,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -70756,7 +69317,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -70880,7 +69441,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -70938,7 +69499,7 @@ uses an action to wake it.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -71057,7 +69618,7 @@ Challenge 6 (2,300 XP) -
+
Actions Multiattack. @@ -71189,7 +69750,7 @@ Challenge 1 (200 XP) -
+
Actions Bite. @@ -71325,7 +69886,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -71401,7 +69962,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -71531,7 +70092,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -71607,7 +70168,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -71731,7 +70292,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Multiattack. @@ -71868,7 +70429,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Bite. @@ -71999,7 +70560,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -72079,7 +70640,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -72203,7 +70764,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -72265,7 +70826,7 @@ ending the effect on itself with a successful save.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -72384,7 +70945,7 @@ Challenge 7 (2,900 XP) -
+
Actions Multiattack. @@ -72520,7 +71081,7 @@ Challenge 1 (200 XP) -
+
Actions Bite. @@ -72659,7 +71220,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -72736,7 +71297,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -72865,7 +71426,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -72942,7 +71503,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -73065,7 +71626,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Multiattack. @@ -73202,7 +71763,7 @@ Amphibious. The dragon can breathe air and water. -
+
Actions Bite. @@ -73333,7 +71894,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -73409,7 +71970,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -73533,7 +72094,7 @@ (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. -
+
Actions Multiattack. @@ -73609,7 +72170,7 @@ legendary actions of that form.
-
+
Legendary Actions The dragon can take 3 legendary actions, choosing from the @@ -73727,7 +72288,7 @@ Challenge 9 (5,000 XP) -
+
Actions Multiattack. @@ -73858,7 +72419,7 @@ Challenge 2 (450 XP) -
+
Actions Bite. @@ -73980,7 +72541,7 @@ Amphibious. The dragon turtle can breathe air and water. -
+
Actions Multiattack. @@ -74139,7 +72700,7 @@ Walker. The drider ignores movement restrictions caused by webbing. -
+
Actions Multiattack. @@ -74287,7 +72848,7 @@ space within 5 feet of the second tree. Both trees must be Large or bigger. -
+
Actions Club. @@ -74418,7 +72979,7 @@ duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. -
+
Actions Enlarge (Recharges after a @@ -74558,7 +73119,7 @@ creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. -
+
Actions Multiattack. @@ -74694,7 +73255,7 @@ Monster. The elemental deals double damage to objects and structures. -
+
Actions Multiattack. @@ -74823,7 +73384,7 @@ elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. -
+
Actions Multiattack. @@ -74942,7 +73503,7 @@ If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. -
+
Actions Multiattack. @@ -75084,7 +73645,7 @@ has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. -
+
Actions Shortsword. @@ -75205,7 +73766,7 @@ Walker. The ettercap ignores movement restrictions caused by webbing. -
+
Actions Multiattack. @@ -75335,7 +73896,7 @@ When one of the ettin’s heads is asleep, its other head is awake. -
+
Actions Multiattack. @@ -75448,7 +74009,7 @@ Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. -
+
Reactions Shriek. @@ -75547,7 +74108,7 @@ remains motionless, it is indistinguishable from an ordinary fungus. -
+
Actions Multiattack. @@ -75661,7 +74222,7 @@ Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. -
+
Actions Multiattack. @@ -75801,7 +74362,7 @@ invisibility, major image, plane shift -
+
Actions Multiattack. @@ -75949,7 +74510,7 @@ image, plane shift, wall of fire -
+
Actions Multiattack. @@ -76077,7 +74638,7 @@ takes 5 (1d10) force damage if it ends its turn inside an object. -
+
Actions Withering @@ -76236,7 +74797,7 @@ within 30 feet of it have advantage on saving throws against effects that turn undead. -
+
Actions Bite. @@ -76341,7 +74902,7 @@ Challenge 1 (200 XP) -
+
Actions Bite. @@ -76476,7 +75037,7 @@ 1/day each: control weather, gaseous form -
+
Actions Multiattack. @@ -76585,7 +75146,7 @@ Challenge 9 (5,000 XP) -
+
Actions Multiattack. @@ -76695,7 +75256,7 @@ Challenge 8 (3,900 XP) -
+
Actions Multiattack. @@ -76797,7 +75358,7 @@ Challenge 5 (1,800 XP) -
+
Actions Multiattack. @@ -76909,7 +75470,7 @@ Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. -
+
Actions Multiattack. @@ -76930,7 +75491,7 @@ prone.
-
+
Reactions Rock @@ -77054,7 +75615,7 @@ 3/day each: control weather, water breathing -
+
Actions Multiattack. @@ -77186,7 +75747,7 @@ melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. -
+
Actions Multiattack. @@ -77297,7 +75858,7 @@ attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. -
+
Actions Bite. @@ -77428,7 +75989,7 @@ 1/day each: blindness/deafness, blur, disguise self -
+
Actions War @@ -77535,7 +76096,7 @@ Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. -
+
Actions Scimitar. @@ -77675,7 +76236,7 @@ Weapons. The golem’s weapon attacks are magical. -
+
Actions Multiattack. @@ -77839,7 +76400,7 @@ Weapons. The golem’s weapon attacks are magical. -
+
Actions Multiattack. @@ -77964,7 +76525,7 @@ Weapons. The golem’s weapon attacks are magical. -
+
Actions Multiattack. @@ -78096,7 +76657,7 @@ Weapons. The golem’s weapon attacks are magical. -
+
Actions Multiattack. @@ -78218,7 +76779,7 @@ prone, the gorgon can make one attack with its hooves against it as a bonus action. -
+
Actions Gore. @@ -78333,7 +76894,7 @@ Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. -
+
Actions Multiattack. @@ -78441,7 +77002,7 @@ Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -78563,7 +77124,7 @@ Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. -
+
Actions Spiked Bone @@ -78684,7 +77245,7 @@ creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. -
+
Actions Claws. @@ -78834,7 +77395,7 @@ Resistance. The hag has advantage on saving throws against spells and other magical effects. -
+
Actions Claws (Hag Form @@ -78979,7 +77540,7 @@ turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. -
+
Actions Claws. @@ -79266,7 +77827,7 @@ Challenge 5 (1,800 XP) -
+
Actions Multiattack. @@ -79379,7 +77940,7 @@ Challenge 1 (200 XP) -
+
Actions Multiattack. @@ -79525,7 +78086,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -79627,7 +78188,7 @@ Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -79734,7 +78295,7 @@ weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. -
+
Actions Longsword. @@ -79844,7 +78405,7 @@ it senses to its master, and the two can communicate telepathically. -
+
Actions Bite. @@ -79971,7 +78532,7 @@ Wakeful. While the hydra sleeps, at least one of its heads is awake. -
+
Actions Multiattack. @@ -80095,7 +78656,7 @@ its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. -
+
Actions Multiattack. @@ -80203,7 +78764,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Dagger. @@ -80329,7 +78890,7 @@ Monster. The kraken deals double damage to objects and structures. -
+
Actions Multiattack. @@ -80385,7 +78946,7 @@ successful one.
-
+
Legendary Actions The kraken can take 3 legendary actions, choosing from the @@ -80521,7 +79082,7 @@ 1/day: geas -
+
Actions Multiattack. @@ -80694,7 +79255,7 @@ Resistance. The lich has advantage on saving throws against any effect that turns undead. -
+
Actions Paralyzing @@ -80707,7 +79268,7 @@ on a success.
-
+
Legendary Actions The lich can take 3 legendary actions, choosing from the @@ -80830,7 +79391,7 @@ Breath. The lizardfolk can hold its breath for 15 minutes. -
+
Actions Multiattack. @@ -80969,7 +79530,7 @@ Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack. @@ -81114,7 +79675,7 @@ takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. -
+
Actions Multiattack (Humanoid or @@ -81241,7 +79802,7 @@ Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack (Humanoid or @@ -81384,7 +79945,7 @@ prone, the weretiger can make one bite attack against it as a bonus action. -
+
Actions Multiattack (Humanoid or @@ -81527,7 +80088,7 @@ Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Multiattack (Humanoid or @@ -81666,7 +80227,7 @@ ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -
+
Actions Touch. @@ -81764,7 +80325,7 @@ tail spikes. Used spikes regrow when the manticore finishes a long rest. -
+
Actions Multiattack. @@ -81900,7 +80461,7 @@ 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. -
+
Actions Multiattack. @@ -82038,7 +80599,7 @@ sleep, requiring no material components. Its innate spellcasting ability is Charisma. -
+
Actions Claws. @@ -82170,7 +80731,7 @@ fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. -
+
Actions Claws. @@ -82300,7 +80861,7 @@ no material components. Its innate spellcasting ability is Charisma. -
+
Actions Claws. @@ -82416,7 +80977,7 @@ blur, requiring no material components. Its innate spellcasting ability is Charisma. -
+
Actions Claws. @@ -82519,7 +81080,7 @@ Amphibious. The merfolk can breathe air and water. -
+
Actions Spear. @@ -82613,7 +81174,7 @@ Amphibious. The merrow can breathe air and water. -
+
Actions Multiattack. @@ -82755,7 +81316,7 @@ The mimic has advantage on attack rolls against any creature grappled by it. -
+
Actions Pseudopod. @@ -82874,7 +81435,7 @@ rolls against it have advantage until the start of its next turn. -
+
Actions Greataxe. @@ -82990,7 +81551,7 @@ Challenge 3 (700 XP) -
+
Actions Multiattack. @@ -83159,7 +81720,7 @@ plague 6th level (1 slot): harm -
+
Actions Multiattack. @@ -83193,7 +81754,7 @@ for the next 24 hours.
-
+
Legendary Actions The mummy lord can take 3 legendary actions, choosing from @@ -83369,7 +81930,7 @@ strike, geas 6th level (1 slot): true seeing -
+
Actions Bite. @@ -83501,7 +82062,7 @@ dimension door 5th level (2 slots): dominate person -
+
Actions Bite. @@ -83606,7 +82167,7 @@ The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. -
+
Actions Hooves. @@ -83703,7 +82264,7 @@ Challenge 2 (450 XP) -
+
Actions Greatclub. @@ -83831,7 +82392,7 @@ The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. -
+
Actions Multiattack. @@ -83977,7 +82538,7 @@ surfaces, including upside down on ceilings, without needing to make an ability check. -
+
Actions Pseudopod. @@ -83990,7 +82551,7 @@ to 10.
-
+
Reactions Split. @@ -84112,7 +82673,7 @@ moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube. -
+
Actions Pseudopod. @@ -84261,7 +82822,7 @@ motionless, it is indistinguishable from an oily pool or wet rock. -
+
Actions Pseudopod. @@ -84375,7 +82936,7 @@ surfaces, including upside down on ceilings, without needing to make an ability check. -
+
Actions Pseudopod. @@ -84384,7 +82945,7 @@ bludgeoning damage plus 3 (1d6) acid damage.
-
+
Reactions Split. @@ -84483,7 +83044,7 @@ As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. -
+
Actions Greataxe. @@ -84589,7 +83150,7 @@ telepathy doesn’t allow the receiving creature to telepathically respond. -
+
Actions Multiattack. @@ -84716,7 +83277,7 @@ Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. -
+
Actions Multiattack. @@ -84825,7 +83386,7 @@ Challenge 2 (450 XP) -
+
Actions Hooves. @@ -84937,7 +83498,7 @@ with any creature within 100 feet of it that can understand a language. -
+
Actions Bite. @@ -85044,7 +83605,7 @@ The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. -
+
Actions Multiattack. @@ -85207,7 +83768,7 @@ fly, plane shift, true seeing -
+
Actions Multiattack. @@ -85315,7 +83876,7 @@ or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. -
+
Actions Bite. @@ -85438,7 +83999,7 @@ Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -85566,7 +84127,7 @@ surfaces, including upside down on ceilings, without needing to make an ability check. -
+
Actions Multiattack. @@ -85688,7 +84249,7 @@ Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. -
+
Actions Bite. @@ -85818,7 +84379,7 @@ command any shark within 120 feet of it, using a limited telepathy. -
+
Actions Multiattack. @@ -85948,7 +84509,7 @@ salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). -
+
Actions Multiattack. @@ -86063,7 +84624,7 @@ Resistance. The satyr has advantage on saving throws against spells and other magical effects. -
+
Actions Ram. @@ -86201,7 +84762,7 @@ has disadvantage on attack rolls, ability checks, and saving throws. -
+
Actions Strength @@ -86316,7 +84877,7 @@ is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. -
+
Actions Multiattack. @@ -86457,7 +85018,7 @@ cast or a new spell is stored, any previously stored spell is lost. -
+
Actions Multiattack. @@ -86470,7 +85031,7 @@ bludgeoning damage.
-
+
Reactions Shield. @@ -86573,7 +85134,7 @@ Challenge 1/4 (50 XP) -
+
Actions Shortsword. @@ -86689,7 +85250,7 @@ saving throw or be pushed up to 10 feet away and knocked prone. -
+
Actions Greataxe. @@ -86795,7 +85356,7 @@ Challenge 1/2 (100 XP) -
+
Actions Hooves. @@ -86913,7 +85474,7 @@ specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. -
+
Actions Life @@ -87059,7 +85620,7 @@ strike, greater restoration 6th level (1 slot): heroes’ feast -
+
Actions Multiattack. @@ -87101,7 +85662,7 @@ damage and isn’t knocked prone.
-
+
Legendary Actions The sphinx can take 3 legendary actions, choosing from the @@ -87255,7 +85816,7 @@ invisibility 5th level (1 slot): legend lore -
+
Actions Multiattack. @@ -87268,7 +85829,7 @@ slashing damage.
-
+
Legendary Actions The sphinx can take 3 legendary actions, choosing from the @@ -87378,7 +85939,7 @@ Challenge 1/4 (50 XP) -
+
Actions Longsword. @@ -87491,7 +86052,7 @@ Challenge 1/8 (25 XP) -
+
Actions Blood @@ -87616,7 +86177,7 @@ wearing or carrying isn’t transformed. It reverts to its true form if it dies. -
+
Actions Claw (Fiend Form @@ -87780,7 +86341,7 @@ Monster. The tarrasque deals double damage to objects and structures. -
+
Actions Multiattack. @@ -87849,7 +86410,7 @@ prone.
-
+
Legendary Actions The tarrasque can take 3 legendary actions, choosing from the @@ -87968,7 +86529,7 @@ Monster. The treant deals double damage to objects and structures. -
+
Actions Multiattack. @@ -88095,7 +86656,7 @@ the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. -
+
Actions Multiattack. @@ -88238,7 +86799,7 @@ Weapons. The unicorn’s weapon attacks are magical. -
+
Actions Multiattack. @@ -88273,7 +86834,7 @@ mile away.
-
+
Legendary Actions The unicorn can take 3 legendary actions, choosing from the @@ -88481,7 +87042,7 @@ While in sunlight, it has disadvantage on attack rolls and ability checks. -
+
Actions Multiattack (Vampire Form @@ -88542,7 +87103,7 @@ vampire dismisses them as a bonus action.
-
+
Legendary Actions The vampire can take 3 legendary actions, choosing from the @@ -88696,7 +87257,7 @@ While in sunlight, it has disadvantage on attack rolls and ability checks. -
+
Actions Multiattack. @@ -88831,7 +87392,7 @@ has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -88989,7 +87550,7 @@ additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. -
+
Actions Shock. @@ -89112,7 +87673,7 @@ has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. -
+
Actions Life @@ -89219,7 +87780,7 @@ Challenge 6 (2,300 XP) -
+
Actions Multiattack. @@ -89356,7 +87917,7 @@ the location of precious metals and stones, such as coins and gems, within 60 feet of it. -
+
Actions Multiattack. @@ -89478,7 +88039,7 @@ from a critical hit. On a success, the zombie drops to 1 hit point instead. -
+
Actions Slam. @@ -89585,7 +88146,7 @@ from a critical hit. On a success, the zombie drops to 1 hit point instead. -
+
Actions Morningstar. @@ -89598,7 +88159,7 @@
- Miscellaneous Creatures + <quote>Miscellaneous Creatures</quote> This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by @@ -89688,7 +88249,7 @@ Challenge 1/2 (100 XP) -
+
Actions Multiattack. @@ -89797,7 +88358,7 @@ Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub. -
+
Actions Rake. @@ -89903,7 +88464,7 @@ Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. -
+
Actions Slam. @@ -89995,7 +88556,7 @@ Challenge 1/4 (50 XP) -
+
Actions Beak. @@ -90095,7 +88656,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -90188,7 +88749,7 @@ Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Bite. @@ -90284,7 +88845,7 @@ Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. -
+
Actions Bite. @@ -90380,7 +88941,7 @@ Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack. @@ -90488,7 +89049,7 @@ Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Bite. @@ -90604,7 +89165,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Beak. @@ -90713,7 +89274,7 @@ damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. -
+
Actions Tusk. @@ -90809,7 +89370,7 @@ Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack. @@ -90907,7 +89468,7 @@ Challenge 1/8 (25 XP) -
+
Actions Bite. @@ -91003,7 +89564,7 @@ Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Claws. @@ -91090,7 +89651,7 @@ Challenge 1/4 (50 XP) -
+
Actions Bite. @@ -91194,7 +89755,7 @@ Amphibious. The crab can breathe air and water. -
+
Actions Claw. @@ -91290,7 +89851,7 @@ Breath. The crocodile can hold its breath for 15 minutes. -
+
Actions Bite. @@ -91393,7 +89954,7 @@ saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. -
+
Actions Multiattack. @@ -91498,7 +90059,7 @@ Challenge 0 (10 XP) -
+
Actions Bite. @@ -91602,7 +90163,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -91690,7 +90251,7 @@ Challenge 1/4 (50 XP) -
+
Actions Hooves. @@ -91785,7 +90346,7 @@ Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Talons. @@ -91882,7 +90443,7 @@ prone, the elephant can make one stomp attack against it as a bonus action. -
+
Actions Gore. @@ -91983,7 +90544,7 @@ must succeed on a DC 13 Strength saving throw or be knocked prone. -
+
Actions Ram. @@ -92083,7 +90644,7 @@ The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. -
+
Actions Bite. @@ -92283,7 +90844,7 @@ Challenge 7 (2,900 XP) -
+
Actions Multiattack. @@ -92386,7 +90947,7 @@ Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack. @@ -92494,7 +91055,7 @@ Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. -
+
Actions Bite. @@ -92596,7 +91157,7 @@ damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. -
+
Actions Tusk. @@ -92685,7 +91246,7 @@ Challenge 1/4 (50 XP) -
+
Actions Bite. @@ -92780,7 +91341,7 @@ Challenge 2 (450 XP) -
+
Actions Bite. @@ -92884,7 +91445,7 @@ Amphibious. The crab can breathe air and water. -
+
Actions Claw. @@ -92979,7 +91540,7 @@ Breath. The crocodile can hold its breath for 30 minutes. -
+
Actions Multiattack. @@ -93090,7 +91651,7 @@ Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Multiattack. @@ -93208,7 +91769,7 @@ must succeed on a DC 14 Strength saving throw or be knocked prone. -
+
Actions Ram. @@ -93317,7 +91878,7 @@ The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -
+
Actions Bite. @@ -93427,7 +91988,7 @@ feet and its high jump is up to 10 feet, with or without a running start. -
+
Actions Bite. @@ -93545,7 +92106,7 @@ The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. -
+
Actions Ram. @@ -93641,7 +92202,7 @@ attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. -
+
Actions Bite. @@ -93730,7 +92291,7 @@ Challenge 1/4 (50 XP) -
+
Actions Bite. @@ -93843,7 +92404,7 @@ Breathing. The octopus can breathe only underwater. -
+
Actions Tentacles. @@ -93958,7 +92519,7 @@ Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. -
+
Actions Talons. @@ -94054,7 +92615,7 @@ Challenge 1/4 (50 XP) -
+
Actions Bite. @@ -94156,7 +92717,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -94269,7 +92830,7 @@ Challenge 3 (700 XP) -
+
Actions Multiattack. @@ -94385,7 +92946,7 @@ Breathing. The sea horse can breathe only underwater. -
+
Actions Ram. @@ -94493,7 +93054,7 @@ Breathing. The shark can breathe only underwater. -
+
Actions Bite. @@ -94608,7 +93169,7 @@ Walker. The spider ignores movement restrictions caused by webbing. -
+
Actions Bite. @@ -94729,7 +93290,7 @@ feet and its high jump is up to 10 feet, with or without a running start. -
+
Actions Bite. @@ -94849,7 +93410,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Multiattack. @@ -94954,7 +93515,7 @@ Challenge 1/2 (100 XP) -
+
Actions Sting. @@ -95056,7 +93617,7 @@ Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Bite. @@ -95165,7 +93726,7 @@ Walker. The spider ignores movement restrictions caused by webbing. -
+
Actions Bite. @@ -95275,7 +93836,7 @@ The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. -
+
Actions Ram. @@ -95370,7 +93931,7 @@ Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. -
+
Actions Talons. @@ -95472,7 +94033,7 @@ Breathing. The shark can breathe only underwater. -
+
Actions Bite. @@ -95576,7 +94137,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -95681,7 +94242,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -95787,7 +94348,7 @@ Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. -
+
Actions Bite. @@ -95903,7 +94464,7 @@ Leap. With a 10-foot running start, the lion can long jump up to 25 feet. -
+
Actions Bite. @@ -95997,7 +94558,7 @@ Challenge 0 (10 XP) -
+
Actions Bite. @@ -96096,7 +94657,7 @@ prone, the mammoth can make one stomp attack against it as a bonus action. -
+
Actions Gore. @@ -96203,7 +94764,7 @@ Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Bite. @@ -96308,7 +94869,7 @@ The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. -
+
Actions Hooves. @@ -96415,7 +94976,7 @@ Breathing. The octopus can breathe only underwater. -
+
Actions Tentacles. @@ -96528,7 +95089,7 @@ Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. -
+
Actions Talons. @@ -96634,7 +95195,7 @@ knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. -
+
Actions Bite. @@ -96749,7 +95310,7 @@ Walker. The spider ignores movement restrictions caused by webbing. -
+
Actions Bite. @@ -96849,7 +95410,7 @@ Challenge 1/8 (25 XP) -
+
Actions Bite. @@ -96947,7 +95508,7 @@ Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Multiattack. @@ -97045,7 +95606,7 @@ Challenge 1/8 (25 XP) -
+
Actions Hooves. @@ -97144,7 +95705,7 @@ Breathing. The quipper can breathe only underwater. -
+
Actions Bite. @@ -97243,7 +95804,7 @@ Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. -
+
Actions Bite. @@ -97339,7 +95900,7 @@ that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. -
+
Actions Beak. @@ -97442,7 +96003,7 @@ Breathing. The shark can breathe only underwater. -
+
Actions Bite. @@ -97544,7 +96105,7 @@ is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. -
+
Actions Gore. @@ -97631,7 +96192,7 @@ Challenge 1/4 (50 XP) -
+
Actions Hooves. @@ -97738,7 +96299,7 @@ knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. -
+
Actions Bite. @@ -97833,7 +96394,7 @@ Challenge 0 (10 XP) -
+
Actions Sting. @@ -98026,7 +96587,7 @@ Walker. The spider ignores movement restrictions caused by webbing. -
+
Actions Bite. @@ -98140,7 +96701,7 @@ Tiny bat. The swarm can’t regain hit points or gain temporary hit points. -
+
Actions Bites. @@ -98247,7 +96808,7 @@ Tiny insect. The swarm can’t regain hit points or gain temporary hit points. -
+
Actions Bites. @@ -98395,7 +96956,7 @@ Tiny snake. The swarm can’t regain hit points or gain temporary hit points. -
+
Actions Bites. @@ -98514,7 +97075,7 @@ Breathing. The swarm can breathe only underwater. -
+
Actions Bites. @@ -98625,7 +97186,7 @@ Tiny rat. The swarm can’t regain hit points or gain temporary hit points. -
+
Actions Bites. @@ -98733,7 +97294,7 @@ Tiny raven. The swarm can’t regain hit points or gain temporary hit points. -
+
Actions Beaks. @@ -98840,7 +97401,7 @@ knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. -
+
Actions Bite. @@ -98951,7 +97512,7 @@ allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Beak. @@ -99047,7 +97608,7 @@ prone, the horse can make another attack with its hooves against it as a bonus action. -
+
Actions Hooves. @@ -99143,7 +97704,7 @@ Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Bite. @@ -99255,7 +97816,7 @@ Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. -
+
Actions Bite. @@ -99377,7 +97938,7 @@ rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. -
+
Actions Bite. @@ -99475,7 +98036,7 @@ Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. -
+
Actions Bite. @@ -99498,7 +98059,7 @@
- Non-Player Characters + <quote>Non-Player Characters</quote> This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a @@ -99542,2745 +98103,2482 @@ as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. -
- Acolyte - - Medium humanoid (any race), any alignment - - - Armor Class 10 - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 14 (+2) - - - 11 (+0) - - - - - - - Skills Medicine +4, Religion - +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 1/4 (50 XP) - - - Spellcasting. - The acolyte is a 1st-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 12, +4 to hit with spell attacks). The - acolyte has following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (3 - slots): bless, cure - wounds, sanctuary - -
- Actions - - Club. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) bludgeoning - damage. - - - Acolytes are junior members - of a clergy, usually answerable to a priest. They perform a - variety of functions in a temple and are granted minor - spellcasting power by their deities. - -
-
-
- Archmage - - Medium humanoid (any race), any alignment - - - Armor Class 12 (15 with - mage armor) - - - Hit Points 99 (18d8 + 18) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 14 (+2) - - - 12 (+1) - - - 20 (+5) - - - 15 (+2) - - - 16 (+3) - - - - - - - Saving Throws Int +9, Wis +6 - - - Skills Arcana +13, History - +13 - - - Damage Resistance damage from - spells; nonmagical bludgeoning, piercing, and slashing (from - stoneskin) - - - Senses passive Perception 12 - - - Languages any six languages - - - Challenge 12 (8,400 XP) - - - Magic - Resistance. The archmage has advantage on - saving throws against spells and other magical effects. - - - Spellcasting. - The archmage is an 18th-level spellcaster. Its spellcasting - ability is Intelligence (spell save DC 17, +9 to hit with spell - attacks). The archmage can cast disguise - self and invisibility at will - and has the following wizard spells prepared: - - - Cantrips (at will): fire bolt, - light, mage hand, - prestidigitation, shocking - grasp 1st level (4 slots): detect - magic, identify, mage - armor, magic missile 2nd level - (3 slots): detect thoughts, - mirror image, misty - step 3rd level (3 slots): - counterspell, fly, - lightning bolt 4th level (3 slots): - banishment, fire - shield, stoneskin 5th level (3 - slots): cone of cold, - scrying, wall of force - 6th level (1 slot): globe of - invulnerability 7th level (1 slot): - teleport 8th level (1 slot): *mind blank** - 9th level (1 slot): time stop * The - archmage casts these spells on itself before combat. - -
- Actions - - Dagger. - Melee or Ranged Weapon Attack: +6 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d4 + 2) piercing damage. - - - Archmages are powerful (and - usually quite old) spellcasters dedicated to the study of the - arcane arts. Benevolent ones counsel kings and queens, while - evil ones rule as tyrants and pursue lichdom. Those who are - neither good nor evil sequester themselves in remote towers to - practice their magic without interruption. - - - An archmage typically has one or more apprentice mages, and an - archmage’s abode has numerous magical wards and guardians to - discourage interlopers. - -
-
-
- Assassin - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 15 (studded - leather) - - - Hit Points 78 (12d8 + 24) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 16 (+3) - - - 14 (+2) - - - 13 (+1) - - - 11 (+0) - - - 10 (+0) - - - - - - - Saving Throws Dex +6, Int +4 - - - Skills Acrobatics +6, - Deception +3, Perception +3, Stealth +9 - - - Damage Resistances poison - - - Senses passive Perception 13 - - - Languages Thieves’ cant plus - any two languages - - - Challenge 8 (3,900 XP) - - - Assassinate. - During its first turn, the assassin has advantage on attack - rolls against any creature that hasn’t taken a turn. Any hit the - assassin scores against a surprised creature is a critical hit. - - - Evasion. - If the assassin is subjected to an effect that allows it to make - a Dexterity saving throw to take only half damage, the assassin - instead takes no damage if it succeeds on the saving throw, and - only half damage if it fails. - - - Sneak - Attack. Once per turn, the assassin deals - an extra 14 (4d6) damage when it hits a target with a weapon - attack and has advantage on the attack roll, or when the target - is within 5 feet of an ally of the assassin that isn’t - incapacitated and the assassin doesn’t have disadvantage on the - attack roll. - -
- Actions - - Multiattack. - The assassin makes two shortsword attacks. - - - Shortsword. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) - piercing damage, and the target must make a DC 15 Constitution - saving throw, taking 24 (7d6) poison damage on a failed save, - or half as much damage on a successful one. - - - Light - Crossbow. Ranged Weapon - Attack: +6 to hit, range 80/320 ft., one target. - Hit: 7 (1d8 + 3) piercing damage, and the - target must make a DC 15 Constitution saving throw, taking 24 - (7d6) poison damage on a failed save, or half as much damage - on a successful one. - - - Trained in the use of poison, - assassins are remorseless - killers who work for nobles, guildmasters, sovereigns, and - anyone else who can afford them. - -
-
-
- Bandit - - Medium humanoid (any race), any non-lawful - alignment - - - Armor Class 12 (leather - armor) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 12 (+1) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - -
- Actions - - Scimitar. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6 + 1) - slashing damage. - - - Light - Crossbow. Ranged Weapon - Attack: +3 to hit, range 80 ft./320 ft., one - target. Hit: 5 (1d8 + 1) piercing damage. - - - Bandits rove in gangs and - are sometimes led by thugs, veterans, or spellcasters. Not all - bandits are evil. Oppression, drought, disease, or famine can - often drive otherwise honest folk to a life of banditry. - - - Pirates are bandits of the - high seas. They might be freebooters interested only in - treasure and murder, or they might be privateers sanctioned by - the crown to attack and plunder an enemy nation’s vessels. - -
-
-
- Bandit Captain - - Medium humanoid (any race), any non-lawful - alignment - - - Armor Class 15 (studded - leather) - - - Hit Points 65 (10d8 + 20) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 16 (+3) - - - 14 (+2) - - - 14 (+2) - - - 11 (+0) - - - 14 (+2) - - - - - - - Saving Throws Str +4, Dex +5, - Wis +2 - - - Skills Athletics +4, - Deception +4 - - - Senses passive Perception 10 - - - Languages any two languages - - - Challenge 2 (450 XP) - -
- Actions - - Multiattack. - The captain makes three melee attacks: two with its scimitar - and one with its dagger. Or the captain makes two ranged - attacks with its daggers. - - - Scimitar. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) - slashing damage. - - - Dagger. - Melee or Ranged Weapon Attack: +5 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 5 (1d4 + 2) piercing damage. - -
-
- Reactions - - Parry. - The captain adds 2 to its AC against one melee attack that - would hit it. To do so, the captain must see the attacker and - be wielding a melee weapon. - - - It takes a strong personality, ruthless cunning, and a silver - tongue to keep a gang of bandits in line. The - bandit captain has these - qualities in spades. - - - In addition to managing a crew of selfish malcontents, the - pirate captain is a - variation of the bandit captain, with a ship to protect and - command. To keep the crew in line, the captain must mete out - rewards and punishment on a regular basis. - - - More than treasure, a bandit captain or pirate captain craves - infamy. A prisoner who appeals to the captain’s vanity or ego - is more likely to be treated fairly than a prisoner who does - not or claims not to know anything of the captain’s colorful - reputation. - -
-
-
- Berserker - - Medium humanoid (any race), any chaotic - alignment - - - Armor Class 13 (hide armor) - - - Hit Points 67 (9d8 + 27) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 12 (+1) - - - 17 (+3) - - - 9 (-1) - - - 11 (+0) - - - 9 (-1) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 2 (450 XP) - - - Reckless. - At the start of its turn, the berserker can gain advantage on - all melee weapon attack rolls during that turn, but attack rolls - against it have advantage until the start of its next turn. - -
- Actions - - Greataxe. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 9 (1d12 + 3) - slashing damage. - - - Hailing from uncivilized lands, unpredictable - berserkers come together in - war parties and seek conflict wherever they can find it. - -
-
-
- Commoner - - Medium humanoid (any race), any alignment - - - Armor Class 10 - - - Hit Points 4 (1d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 0 (10 XP) - -
- Actions - - Club. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) bludgeoning - damage. - - - Commoners include peasants, - serfs, slaves, servants, pilgrims, merchants, artisans, and - hermits. - -
-
-
- Cultist - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 12 (leather - armor) - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 10 (+0) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Deception +2, Religion - +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - - - Dark - Devotion. The cultist has advantage on - saving throws against being charmed or frightened. - -
- Actions - - Scimitar. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 4 (1d6 + 1) - slashing damage. - - - Cultists swear allegiance - to dark powers such as elemental princes, demon lords, or - archdevils. Most conceal their loyalties to avoid being - ostracized, imprisoned, or executed for their beliefs. Unlike - evil acolytes, cultists often show signs of insanity in their - beliefs and practices. - -
-
-
- Cult Fanatic - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 13 (leather - armor) - - - Hit Points 33 (6d8 + 6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 14 (+2) - - - 12 (+1) - - - 10 (+0) - - - 13 (+1) - - - 14 (+2) - - - - - - - Skills Deception +4, - Persuasion +4, Religion +2 - - - Senses passive Perception 11 - - - Languages any one language - (usually Common) - - - Challenge 2 (450 XP) - - - Dark - Devotion. The fanatic has advantage on - saving throws against being charmed or frightened. - - - Spellcasting. - The fanatic is a 4th-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 11, +3 to hit with spell attacks). The - fanatic has the following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (4 - slots): command, inflict - wounds, shield of faith 2nd - level (3 slots): hold person, - spiritual weapon - -
- Actions - - Multiattack. - The fanatic makes two melee attacks. - - - Dagger. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 20/60 ft., one creature. - Hit: 4 (1d4 + 2) piercing damage. - - - Fanatics are often part of - a cult’s leadership, using their charisma and dogma to - influence and prey on those of weak will. Most are interested - in personal power above all else. - -
-
-
- Druid - - Medium humanoid (any race), any alignment - - - Armor Class 11 (16 with - barkskin) - - - Hit Points 27 (5d8 + 5) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 12 (+1) - - - 13 (+1) - - - 12 (+1) - - - 15 (+2) - - - 11 (+0) - - - - - - - Skills Medicine +4, Nature - +3, Perception +4 - - - Senses passive Perception 14 - - - Languages Druidic plus any - two languages - - - Challenge 2 (450 XP) - - - Spellcasting. - The druid is a 4th-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 12, +4 to hit with spell attacks). It - has the following druid spells prepared: - - - Cantrips (at will): druidcraft, - produce flame, - shillelagh 1st level (4 slots): - entangle, longstrider, - speak with animals, - thunderwave 2nd level (3 slots): - animal messenger, - barkskin - -
- Actions - - Quarterstaff. - Melee Weapon Attack: +2 to hit (+4 to hit - with shillelagh), reach 5 ft., one - target. Hit: 3 (1d6) bludgeoning damage, - 4 (1d8) bludgeoning damage if wielded with two hands, or 6 - (1d8 + 2) bludgeoning damage with - shillelagh. - - - Druids dwell in forests and - other secluded wilderness locations, where they protect the - natural world from monsters and the encroachment of - civilization. Some are tribal - shamans who heal the sick, pray to animal spirits, - and provide spiritual guidance. - -
-
-
- Gladiator - - Medium humanoid (any race), any alignment - - - Armor Class 16 (studded - leather, shield) - - - Hit Points 112 (15d8 + 45) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 10 (+0) - - - 12 (+1) - - - 15 (+2) - - - - - - - Saving Throws Str +7, Dex +5, - Con +6 - - - Skills Athletics +10, - Intimidation +5 - - - Senses passive Perception 11 - - - Languages any one language - (usually Common) - - - Challenge 5 (1,800 XP) - - - Brave. - The gladiator has advantage on saving throws against being - frightened. - - - Brute. A - melee weapon deals one extra die of its damage when the - gladiator hits with it (included in the attack). - -
- Actions - - Multiattack. - The gladiator makes three melee attacks or two ranged attacks. - - - Spear. - Melee or Ranged Weapon Attack: +7 to hit, - reach 5 ft. and range 20/60 ft., one target. - Hit: 11 (2d6 + 4) piercing damage, or 13 - (2d8 + 4) piercing damage if used with two hands to make a - melee attack. - - - Shield - Bash. Melee Weapon - Attack: +7 to hit, reach 5 ft., one creature. - Hit: 9 (2d4 + 4) bludgeoning damage. If - the target is a Medium or smaller creature, it must succeed on - a DC 15 Strength saving throw or be knocked prone. - -
-
- Reactions - - Parry. - The gladiator adds 3 to its AC against one melee attack that - would hit it. To do so, the gladiator must see the attacker - and be wielding a melee weapon. - - - Gladiators battle for the - entertainment of raucous crowds. Some gladiators are brutal - pit fighters who treat each match as a life-or-death struggle, - while others are professional duelists who command huge fees - but rarely fight to the death. - -
-
-
- Guard - - Medium humanoid (any race), any alignment - - - Armor Class 16 (chain shirt, - shield) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 12 (+1) - - - 12 (+1) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Perception +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - -
- Actions - - Spear. - Melee or Ranged Weapon Attack: +3 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d6 + 1) piercing damage, or 5 - (1d8 + 1) piercing damage if used with two hands to make a - melee attack. - - - Guards include members of a - city watch, sentries in a citadel or fortified town, and the - bodyguards of merchants and nobles. - -
-
-
- Knight - - Medium humanoid (any race), any alignment - - - Armor Class 18 (plate) - - - Hit Points 52 (8d8 + 16) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 11 (+0) - - - 14 (+2) - - - 11 (+0) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Con +4, Wis +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 3 (700 XP) - - - Brave. - The knight has advantage on saving throws against being - frightened. - -
- Actions - - Multiattack. - The knight makes two melee attacks. - - - Greatsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6 + 3) - slashing damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +2 to hit, range 100/400 ft., one target. - Hit: 5 (1d10) piercing damage. - - - Leadership (Recharges after - a Short or Long Rest). For 1 minute, the - knight can utter a special command or warning whenever a - nonhostile creature that it can see within 30 feet of it makes - an attack roll or a saving throw. The creature can add a d4 to - its roll provided it can hear and understand the knight. A - creature can benefit from only one Leadership die at a time. - This effect ends if the knight is incapacitated. - -
-
- Reactions - - Parry. - The knight adds 2 to its AC against one melee attack that - would hit it. To do so, the knight must see the attacker and - be wielding a melee weapon. - - - Knights are warriors who - pledge service to rulers, religious orders, and noble causes. - A knight’s alignment determines the extent to which a pledge - is honored. Whether undertaking a quest or patrolling a realm, - a knight often travels with an entourage that includes squires - and hirelings who are commoners. - -
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- Mage - - Medium humanoid (any race), any alignment - - - Armor Class 12 (15 with - mage armor) - - - Hit Points 40 (9d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 9 (-1) - - - 14 (+2) - - - 11 (+0) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - - - - - Saving Throws Int +6, Wis +4 - - - Skills Arcana +6, History +6 - - - Senses passive Perception 11 - - - Languages any four languages - - - Challenge 6 (2,300 XP) - - - Spellcasting. - The mage is a 9th-level spellcaster. Its spellcasting ability is - Intelligence (spell save DC 14, +6 to hit with spell attacks). - The mage has the following wizard spells prepared: - - - Cantrips (at will): fire bolt, - light, mage hand, - prestidigitation 1st level (4 slots): - detect magic, mage - armor, magic missile, - shield 2nd level (3 slots): misty - step, suggestion 3rd level (3 - slots): counterspell, - fireball, fly 4th - level (3 slots): greater invisibility, - ice storm 5th level (1 slot): - cone of cold - -
- Actions - - Dagger. - Melee or Ranged Weapon Attack: +5 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d4 + 1) piercing damage. - - - Mages spend their lives in - the study and practice of magic. Good-aligned mages offer - counsel to nobles and others in power, while evil mages dwell - in isolated sites to perform unspeakable experiments without - interference. - -
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- Noble - - Medium humanoid (any race), any alignment - - - Armor Class 15 (breastplate) - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 11 (+0) - - - 12 (+1) - - - 14 (+2) - - - 16 (+3) - - - - - - - Skills Deception +5, Insight - +4, Persuasion +5 - - - Senses passive Perception 12 - - - Languages any two languages - - - Challenge 1/8 (25 XP) - -
- Actions - - Rapier. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 5 (1d8 + 1) - piercing damage. - -
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- Reactions - - Parry. - The noble adds 2 to its AC against one melee attack that would - hit it. To do so, the noble must see the attacker and be - wielding a melee weapon. - - - Nobles wield great - authority and influence as members of the upper class, - possessing wealth and connections that can make them as - powerful as monarchs and generals. A noble often travels in - the company of guards, as well as servants who are commoners. - - - The noble’s statistics can also be used to represent - courtiers who aren’t of - noble birth. - -
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- Priest - - Medium humanoid (any race), any alignment - - - Armor Class 13 (chain shirt) - - - Hit Points 27 (5d8 + 5) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 12 (+1) - - - 13 (+1) - - - 16 (+3) - - - 13 (+1) - - - - - - - Skills Medicine +7, - Persuasion +3, Religion +5 - - - Senses passive Perception 13 - - - Languages any two languages - - - Challenge 2 (450 XP) - - - Divine - Eminence. As a bonus action, the priest - can expend a spell slot to cause its melee weapon attacks to - magically deal an extra 10 (3d6) radiant damage to a target on a - hit. This benefit lasts until the end of the turn. If the priest - expends a spell slot of 2nd level or higher, the extra damage - increases by 1d6 for each level above 1st. - - - Spellcasting. - The priest is a 5th-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 13, +5 to hit with spell attacks). The - priest has the following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (4 - slots): cure wounds, guiding - bolt, sanctuary 2nd level (3 - slots): lesser restoration, - spiritual weapon 3rd level (2 slots): - dispel magic, spirit - guardians - -
- Actions - - Mace. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 3 (1d6) bludgeoning - damage. - - - Priests bring the teachings - of their gods to the common folk. They are the spiritual - leaders of temples and shrines and often hold positions of - influence in their communities. Evil priests might work openly - under a tyrant, or they might be the leaders of religious - sects hidden in the shadows of good society, overseeing - depraved rites. - - - A priest typically has one or more acolytes to help with - religious ceremonies and other sacred duties. - -
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- Scout - - Medium humanoid (any race), any alignment - - - Armor Class 13 (leather - armor) - - - Hit Points 16 (3d8 + 3) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 14 (+2) - - - 12 (+1) - - - 11 (+0) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Nature +4, Perception - +5, Stealth +6, Survival +5 - - - Senses passive Perception 15 - - - Languages any one language - (usually Common) - - - Challenge 1/2 (100 XP) - - - Keen Hearing and - Sight. The scout has advantage on Wisdom - (Perception) checks that rely on hearing or sight. - -
- Actions - - Multiattack. - The scout makes two melee attacks or two ranged attacks. - - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6 + 2) - piercing damage. - - - Longbow. - Ranged Weapon Attack: +4 to hit, ranged - 150/600 ft., one target. Hit: 6 (1d8 + 2) - piercing damage. - - - Scouts are skilled hunters - and trackers who offer their services for a fee. Most hunt - wild game, but a few work as bounty hunters, serve as guides, - or provide military reconnaissance. - -
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- Spy - - Medium humanoid (any race), any alignment - - - Armor Class 12 - - - Hit Points 27 (6d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 15 (+2) - - - 10 (+0) - - - 12 (+1) - - - 14 (+2) - - - 16 (+3) - - - - - - - Skills Deception +5, Insight - +4, Investigation +5, Perception +6, Persuasion +5, Sleight of - Hand +4, Stealth +4 - - - Senses passive Perception 16 - - - Languages any two languages - - - Challenge 1 (200 XP) - - - Cunning - Action. On each of its turns, the spy can - use a bonus action to take the Dash, Disengage, or Hide action. - - - Sneak Attack - (1/Turn). The spy deals an extra 7 (2d6) - damage when it hits a target with a weapon attack and has - advantage on the attack roll, or when the target is within 5 - feet of an ally of the spy that isn’t incapacitated and the spy - doesn’t have disadvantage on the attack roll. - -
- Actions - - Multiattack. - The spy makes two melee attacks. - - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6 + 2) - piercing damage. - - - Hand - Crossbow. Ranged Weapon - Attack: +4 to hit, range 30/120 ft., one target. - Hit: 5 (1d6 + 2) piercing damage. - - - Rulers, nobles, merchants, guildmasters, and other wealthy - individuals use spies to - gain the upper hand in a world of cutthroat politics. A spy is - trained to secretly gather information. Loyal spies would - rather die than divulge information that could compromise them - or their employers. - -
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- Thug - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 11 (leather - armor) - - - Hit Points 32 (5d8 + 10) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 11 (+0) - - - 14 (+2) - - - 10 (+0) - - - 10 (+0) - - - 11 (+0) - - - - - - - Skills Intimidation +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/2 (100 XP) - - - Pack - Tactics. The thug has advantage on an - attack roll against a creature if at least one of the thug’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Multiattack. - The thug makes two melee attacks. - - - Mace. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 5 (1d6 + 2) - bludgeoning damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +2 to hit, range 100/400 ft., one target. - Hit: 5 (1d10) piercing damage. - - - Thugs are ruthless - enforcers skilled at intimidation and violence. They work for - money and have few scruples. - -
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- Tribal Warrior - - Medium humanoid (any race), any alignment - - - Armor Class 12 (hide armor) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 11 (+0) - - - 12 (+1) - - - 8 (-1) - - - 11 (+0) - - - 8 (-1) - - - - - - - Senses passive Perception 10 - - - Languages any one language - - - Challenge 1/8 (25 XP) - - - Pack - Tactics. The warrior has advantage on an - attack roll against a creature if at least one of the warrior’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Spear. - Melee or Ranged Weapon Attack: +3 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d6 + 1) piercing damage, or 5 - (1d8 + 1) piercing damage if used with two hands to make a - melee attack. - - - Tribal warriors live beyond - civilization, most often subsisting on fishing and hunting. - Each tribe acts in accordance with the wishes of its chief, - who is the greatest or oldest warrior of the tribe or a tribe - member blessed by the gods. - -
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- Veteran - - Medium humanoid (any race), any alignment - - - Armor Class 17 (splint) - - - Hit Points 58 (9d8 + 18) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 14 (+2) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Athletics +5, - Perception +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 3 (700 XP) +
+
+ Acolyte + + Medium humanoid (any race), any alignment + + + Armor Class 10 + + + Hit Points 9 (2d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + 14 (+2) + + + 11 (+0) + + + + + + + Skills Medicine +4, Religion +2 + + + Senses passive Perception 12 + + + Languages any one language + (usually Common) + + + Challenge 1/4 (50 XP) + + + Spellcasting. + The acolyte is a 1st-level spellcaster. Its spellcasting ability + is Wisdom (spell save DC 12, +4 to hit with spell attacks). The + acolyte has following cleric spells prepared: + + + Cantrips (at will): light, sacred + flame, thaumaturgy 1st level (3 + slots): bless, cure + wounds, sanctuary + +
+ Actions + + Club. + Melee Weapon Attack: +2 to hit, reach 5 + ft., one target. Hit: 2 (1d4) bludgeoning + damage. + + + Acolytes are junior members + of a clergy, usually answerable to a priest. They perform a + variety of functions in a temple and are granted minor + spellcasting power by their deities. -
- Actions - - Multiattack. - The veteran makes two longsword attacks. If it has a - shortsword drawn, it can also make a shortsword attack. - - - Longsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8 + 3) - slashing damage, or 8 (1d10 + 3) slashing damage if used with - two hands. - - - Shortsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) - piercing damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +3 to hit, range 100/400 ft., one target. - Hit: 6 (1d10 + 1) piercing damage. - - - Veterans are professional - fighters that take up arms for pay or to protect something - they believe in or value. Their ranks include soldiers retired - from long service and warriors who never served anyone but - themselves. - -
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- Legal Information -
- Licensing +
+ Archmage + + Medium humanoid (any race), any alignment + + + Armor Class 12 (15 with + mage armor) + + + Hit Points 99 (18d8 + 18) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 14 (+2) + + + 12 (+1) + + + 20 (+5) + + + 15 (+2) + + + 16 (+3) + + + + + + + Saving Throws Int +9, Wis +6 + + + Skills Arcana +13, History +13 + + + Damage Resistance damage from + spells; nonmagical bludgeoning, piercing, and slashing (from + stoneskin) + + + Senses passive Perception 12 + + + Languages any six languages + + + Challenge 12 (8,400 XP) + + + Magic + Resistance. The archmage has advantage on + saving throws against spells and other magical effects. + + + Spellcasting. + The archmage is an 18th-level spellcaster. Its spellcasting + ability is Intelligence (spell save DC 17, +9 to hit with spell + attacks). The archmage can cast disguise self + and invisibility at will and has the + following wizard spells prepared: + + + Cantrips (at will): fire bolt, + light, mage hand, + prestidigitation, shocking + grasp 1st level (4 slots): detect + magic, identify, mage + armor, magic missile 2nd level (3 + slots): detect thoughts, mirror + image, misty step 3rd level (3 + slots): counterspell, + fly, lightning bolt 4th + level (3 slots): banishment, fire + shield, stoneskin 5th level (3 + slots): cone of cold, + scrying, wall of force + 6th level (1 slot): globe of invulnerability + 7th level (1 slot): teleport 8th level (1 + slot): *mind blank** 9th level (1 slot): time + stop * The archmage casts these spells on itself before + combat. + +
+ Actions - Permission to copy, modify and distribute the files collectively - known as the System Reference Document 5.1 (SRD5) - is granted solely through the use of the Open Gaming License, - Version 1.0a. + Dagger. + Melee or Ranged Weapon Attack: +6 to hit, + reach 5 ft. or range 20/60 ft., one target. + Hit: 4 (1d4 + 2) piercing damage. - This material is being released using the Open Gaming License - Version 1.0a and you should read and understand the terms of - that license before using this material. + Archmages are powerful (and + usually quite old) spellcasters dedicated to the study of the + arcane arts. Benevolent ones counsel kings and queens, while + evil ones rule as tyrants and pursue lichdom. Those who are + neither good nor evil sequester themselves in remote towers to + practice their magic without interruption. - The text of the Open Gaming License itself is not Open Game - Content. Instructions on using the License are provided within - the License itself. - - - The following items are designated Product Identity, as defined - in Section 1(e) of the Open Game License Version 1.0a, and are - subject to the conditions set forth in Section 7 of the OGL, and - are not Open Content: Dungeons & Dragons, D&D, Player’s - Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of - the Coast, d20 (when used as a trademark), Forgotten Realms, - Faerûn, proper names (including those used in the names of - spells or items), places, Underdark, Red Wizard of Thay, the - City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of - Limbo, Windswept Depths of Pandemonium, Infinite Layers of the - Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak - Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield - of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of - Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of - Bytopia, Blessed Fields of Elysium, Wilderness of the - Beastlands, Olympian Glades of Arborea, Concordant Domain of the - Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of - Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, - baatezu, displacer beast, githyanki, githzerai, mind flayer, - illithid, umber hulk, yuan-ti. - - - All of the rest of the SRD5 is Open Game Content as described in - Section 1(d) of the License. - - - The terms of the Open Gaming License Version 1.0a are as - follows: + An archmage typically has one or more apprentice mages, and an + archmage’s abode has numerous magical wards and guardians to + discourage interlopers.
-
- OPEN GAME LICENSE Version 1.0a +
+
+ Assassin + + Medium humanoid (any race), any non-good + alignment + + + Armor Class 15 (studded + leather) + + + Hit Points 78 (12d8 + 24) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 16 (+3) + + + 14 (+2) + + + 13 (+1) + + + 11 (+0) + + + 10 (+0) + + + + + + + Saving Throws Dex +6, Int +4 + + + Skills Acrobatics +6, Deception + +3, Perception +3, Stealth +9 + + + Damage Resistances poison + + + Senses passive Perception 13 + + + Languages Thieves’ cant plus + any two languages + + + Challenge 8 (3,900 XP) + + + Assassinate. + During its first turn, the assassin has advantage on attack rolls + against any creature that hasn’t taken a turn. Any hit the + assassin scores against a surprised creature is a critical hit. + + + Evasion. + If the assassin is subjected to an effect that allows it to make a + Dexterity saving throw to take only half damage, the assassin + instead takes no damage if it succeeds on the saving throw, and + only half damage if it fails. + + + Sneak + Attack. Once per turn, the assassin deals an + extra 14 (4d6) damage when it hits a target with a weapon attack + and has advantage on the attack roll, or when the target is within + 5 feet of an ally of the assassin that isn’t incapacitated and the + assassin doesn’t have disadvantage on the attack roll. + +
+ Actions - The following text is the property of Wizards of the Coast, - Inc. and is Copyright 2000 Wizards of the Coast, Inc - (Wizards). All Rights Reserved. - - - - - Definitions: (a) Contributors means the - copyright and/or trademark owners who have contributed Open - Game Content; (b) Derivative Material means - copyrighted material including derivative works and - translations (including into other computer languages), - potation, modification, correction, addition, extension, - upgrade, improvement, compilation, abridgment or other form - in which an existing work may be recast, transformed or - adapted; (c) Distribute means to reproduce, - license, rent, lease, sell, broadcast, publicly display, - transmit or otherwise distribute; (d) Open Game - Content means the game mechanic and includes the - methods, procedures, processes and routines to the extent - such content does not embody the Product Identity and is an - enhancement over the prior art and any additional content - clearly identified as Open Game Content by the Contributor, - and means any work covered by this License, including - translations and derivative works under copyright law, but - specifically excludes Product Identity. (e) Product - Identity means product and product line names, logos - and identifying marks including trade dress; artifacts; - creatures characters; stories, storylines, plots, thematic - elements, dialogue, incidents, language, artwork, symbols, - designs, depictions, likenesses, formats, poses, concepts, - themes and graphic, photographic and other visual or audio - representations; names and descriptions of characters, - spells, enchantments, personalities, teams, personas, - likenesses and special abilities; places, locations, - environments, creatures, equipment, magical or supernatural - abilities or effects, logos, symbols, or graphic designs; - and any other trademark or registered trademark clearly - identified as Product identity by the owner of the Product - Identity, and which specifically excludes the Open Game - Content; (f) Trademark means the logos, - names, mark, sign, motto, designs that are used by a - Contributor to identify itself or its products or the - associated products contributed to the Open Game License by - the Contributor (g) Use, Used - or Using means to use, Distribute, copy, - edit, format, modify, translate and otherwise create - Derivative Material of Open Game Content. (h) - You or Your means the licensee - in terms of this agreement. - - - - - The License: This License applies to any Open Game Content - that contains a notice indicating that the Open Game Content - may only be Used under and in terms of this License. You - must affix such a notice to any Open Game Content that you - Use. No terms may be added to or subtracted from this - License except as described by the License itself. No other - terms or conditions may be applied to any Open Game Content - distributed using this License. - - - - - Offer and Acceptance: By Using the Open Game Content You - indicate Your acceptance of the terms of this License. - - - - - Grant and Consideration: In consideration for agreeing to - use this License, the Contributors grant You a perpetual, - worldwide, royalty-free, non- exclusive license with the - exact terms of this License to Use, the Open Game Content. - - - - - Representation of Authority to Contribute: If You are - contributing original material as Open Game Content, You - represent that Your Contributions are Your original creation - and/or You have sufficient rights to grant the rights - conveyed by this License. - - - - - Notice of License Copyright: You must update the COPYRIGHT - NOTICE portion of this License to include the exact text of - the COPYRIGHT NOTICE of any Open Game Content You are - copying, modifying or distributing, and You must add the - title, the copyright date, and the copyright holder’s name - to the COPYRIGHT NOTICE of any original Open Game Content - you Distribute. - - - - - Use of Product Identity: You agree not to Use any Product - Identity, including as an indication as to compatibility, - except as expressly licensed in another, independent - Agreement with the owner of each element of that Product - Identity. You agree not to indicate compatibility or - co-adaptability with any Trademark or Registered Trademark - in conjunction with a work containing Open Game Content - except as expressly licensed in another, independent - Agreement with the owner of such Trademark or Registered - Trademark. The use of any Product Identity in Open Game - Content does not constitute a challenge to the ownership of - that Product Identity. The owner of any Product Identity - used in Open Game Content shall retain all rights, title and - interest in and to that Product Identity. - - - - - Identification: If you distribute Open Game Content You must - clearly indicate which portions of the work that you are - distributing are Open Game Content. - - - - - Updating the License: Wizards or its designated Agents may - publish updated versions of this License. You may use any - authorized version of this License to copy, modify and - distribute any Open Game Content originally distributed - under any version of this License. - - - - - Copy of this License: You MUST include a copy of this - License with every copy of the Open Game Content You - Distribute. - - - - - Use of Contributor Credits: You may not market or advertise - the Open Game Content using the name of any Contributor - unless You have written permission from the Contributor to - do so. - - - - - Inability to Comply: If it is impossible for You to comply - with any of the terms of this License with respect to some - or all of the Open Game Content due to statute, judicial - order, or governmental regulation then You may not Use any - Open Game Material so affected. - - - - - Termination: This License will terminate automatically if - You fail to comply with all terms herein and fail to cure - such breach within 30 days of becoming aware of the breach. - All sublicenses shall survive the termination of this - License. - - - - - Reformation: If any provision of this License is held to be - unenforceable, such provision shall be reformed only to the - extent necessary to make it enforceable. - - - - - COPYRIGHT NOTICE. - - - - - Open Game License v 1.0a Copyright 2000, Wizards of the Coast, - Inc. + Multiattack. + The assassin makes two shortsword attacks. - System Reference Document 5.0 Copyright 2016, Wizards of the - Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris - Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. - Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, - based on original material by E. Gary Gygax and Dave Arneson. + Shortsword. + Melee Weapon Attack: +6 to hit, reach 5 + ft., one target. Hit: 6 (1d6 + 3) piercing + damage, and the target must make a DC 15 Constitution saving + throw, taking 24 (7d6) poison damage on a failed save, or half + as much damage on a successful one. - END OF LICENSE + Light + Crossbow. Ranged Weapon + Attack: +6 to hit, range 80/320 ft., one target. + Hit: 7 (1d8 + 3) piercing damage, and the + target must make a DC 15 Constitution saving throw, taking 24 + (7d6) poison damage on a failed save, or half as much damage on + a successful one. + + + Trained in the use of poison, + assassins are remorseless + killers who work for nobles, guildmasters, sovereigns, and + anyone else who can afford them. + +
+
+
+ Bandit + + Medium humanoid (any race), any non-lawful + alignment + + + Armor Class 12 (leather armor) + + + Hit Points 11 (2d8 + 2) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 12 (+1) + + + 12 (+1) + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + + + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 1/8 (25 XP) + +
+ Actions + + Scimitar. + Melee Weapon Attack: +3 to hit, reach 5 + ft., one target. Hit: 4 (1d6 + 1) slashing + damage. + + + Light + Crossbow. Ranged Weapon + Attack: +3 to hit, range 80 ft./320 ft., one target. + Hit: 5 (1d8 + 1) piercing damage. + + + Bandits rove in gangs and are + sometimes led by thugs, veterans, or spellcasters. Not all + bandits are evil. Oppression, drought, disease, or famine can + often drive otherwise honest folk to a life of banditry. + + + Pirates are bandits of the + high seas. They might be freebooters interested only in treasure + and murder, or they might be privateers sanctioned by the crown + to attack and plunder an enemy nation’s vessels. + +
+
+
+ Bandit Captain + + Medium humanoid (any race), any non-lawful + alignment + + + Armor Class 15 (studded + leather) + + + Hit Points 65 (10d8 + 20) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 15 (+2) + + + 16 (+3) + + + 14 (+2) + + + 14 (+2) + + + 11 (+0) + + + 14 (+2) + + + + + + + Saving Throws Str +4, Dex +5, + Wis +2 + + + Skills Athletics +4, Deception + +4 + + + Senses passive Perception 10 + + + Languages any two languages + + + Challenge 2 (450 XP) + +
+ Actions + + Multiattack. + The captain makes three melee attacks: two with its scimitar and + one with its dagger. Or the captain makes two ranged attacks + with its daggers. + + + Scimitar. + Melee Weapon Attack: +5 to hit, reach 5 + ft., one target. Hit: 6 (1d6 + 3) slashing + damage. + + + Dagger. + Melee or Ranged Weapon Attack: +5 to hit, + reach 5 ft. or range 20/60 ft., one target. + Hit: 5 (1d4 + 2) piercing damage. + +
+
+ Reactions + + Parry. + The captain adds 2 to its AC against one melee attack that would + hit it. To do so, the captain must see the attacker and be + wielding a melee weapon. + + + It takes a strong personality, ruthless cunning, and a silver + tongue to keep a gang of bandits in line. The + bandit captain has these + qualities in spades. + + + In addition to managing a crew of selfish malcontents, the + pirate captain is a variation + of the bandit captain, with a ship to protect and command. To + keep the crew in line, the captain must mete out rewards and + punishment on a regular basis. + + + More than treasure, a bandit captain or pirate captain craves + infamy. A prisoner who appeals to the captain’s vanity or ego is + more likely to be treated fairly than a prisoner who does not or + claims not to know anything of the captain’s colorful + reputation. + +
+
+
+ Berserker + + Medium humanoid (any race), any chaotic + alignment + + + Armor Class 13 (hide armor) + + + Hit Points 67 (9d8 + 27) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 16 (+3) + + + 12 (+1) + + + 17 (+3) + + + 9 (-1) + + + 11 (+0) + + + 9 (-1) + + + + + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 2 (450 XP) + + + Reckless. + At the start of its turn, the berserker can gain advantage on all + melee weapon attack rolls during that turn, but attack rolls + against it have advantage until the start of its next turn. + +
+ Actions + + Greataxe. + Melee Weapon Attack: +5 to hit, reach 5 + ft., one target. Hit: 9 (1d12 + 3) slashing + damage. + + + Hailing from uncivilized lands, unpredictable + berserkers come together in + war parties and seek conflict wherever they can find it. + +
+
+
+ Commoner + + Medium humanoid (any race), any alignment + + + Armor Class 10 + + + Hit Points 4 (1d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + 10 (+0) + + + + + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 0 (10 XP) + +
+ Actions + + Club. + Melee Weapon Attack: +2 to hit, reach 5 + ft., one target. Hit: 2 (1d4) bludgeoning + damage. + + + Commoners include peasants, + serfs, slaves, servants, pilgrims, merchants, artisans, and + hermits. + +
+
+
+ Cultist + + Medium humanoid (any race), any non-good + alignment + + + Armor Class 12 (leather armor) + + + Hit Points 9 (2d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 12 (+1) + + + 10 (+0) + + + 10 (+0) + + + 11 (+0) + + + 10 (+0) + + + + + + + Skills Deception +2, Religion + +2 + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 1/8 (25 XP) + + + Dark + Devotion. The cultist has advantage on + saving throws against being charmed or frightened. + +
+ Actions + + Scimitar. + Melee Weapon Attack: +3 to hit, reach 5 + ft., one creature. Hit: 4 (1d6 + 1) + slashing damage. + + + Cultists swear allegiance to + dark powers such as elemental princes, demon lords, or + archdevils. Most conceal their loyalties to avoid being + ostracized, imprisoned, or executed for their beliefs. Unlike + evil acolytes, cultists often show signs of insanity in their + beliefs and practices. + +
+
+
+ Cult Fanatic + + Medium humanoid (any race), any non-good + alignment + + + Armor Class 13 (leather armor) + + + Hit Points 33 (6d8 + 6) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 14 (+2) + + + 12 (+1) + + + 10 (+0) + + + 13 (+1) + + + 14 (+2) + + + + + + + Skills Deception +4, Persuasion + +4, Religion +2 + + + Senses passive Perception 11 + + + Languages any one language + (usually Common) + + + Challenge 2 (450 XP) + + + Dark + Devotion. The fanatic has advantage on + saving throws against being charmed or frightened. + + + Spellcasting. + The fanatic is a 4th-level spellcaster. Its spellcasting ability + is Wisdom (spell save DC 11, +3 to hit with spell attacks). The + fanatic has the following cleric spells prepared: + + + Cantrips (at will): light, sacred + flame, thaumaturgy 1st level (4 + slots): command, inflict + wounds, shield of faith 2nd level + (3 slots): hold person, spiritual + weapon + +
+ Actions + + Multiattack. + The fanatic makes two melee attacks. + + + Dagger. + Melee or Ranged Weapon Attack: +4 to hit, + reach 5 ft. or range 20/60 ft., one creature. + Hit: 4 (1d4 + 2) piercing damage. + + + Fanatics are often part of a + cult’s leadership, using their charisma and dogma to influence + and prey on those of weak will. Most are interested in personal + power above all else. + +
+
+
+ Druid + + Medium humanoid (any race), any alignment + + + Armor Class 11 (16 with + barkskin) + + + Hit Points 27 (5d8 + 5) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 12 (+1) + + + 13 (+1) + + + 12 (+1) + + + 15 (+2) + + + 11 (+0) + + + + + + + Skills Medicine +4, Nature +3, + Perception +4 + + + Senses passive Perception 14 + + + Languages Druidic plus any two + languages + + + Challenge 2 (450 XP) + + + Spellcasting. + The druid is a 4th-level spellcaster. Its spellcasting ability is + Wisdom (spell save DC 12, +4 to hit with spell attacks). It has + the following druid spells prepared: + + + Cantrips (at will): druidcraft, + produce flame, + shillelagh 1st level (4 slots): + entangle, longstrider, + speak with animals, + thunderwave 2nd level (3 slots): + animal messenger, + barkskin + +
+ Actions + + Quarterstaff. + Melee Weapon Attack: +2 to hit (+4 to hit + with shillelagh), reach 5 ft., one target. + Hit: 3 (1d6) bludgeoning damage, 4 (1d8) + bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) + bludgeoning damage with shillelagh. + + + Druids dwell in forests and + other secluded wilderness locations, where they protect the + natural world from monsters and the encroachment of + civilization. Some are tribal + shamans who heal the sick, pray to animal spirits, + and provide spiritual guidance. + +
+
+
+ Gladiator + + Medium humanoid (any race), any alignment + + + Armor Class 16 (studded + leather, shield) + + + Hit Points 112 (15d8 + 45) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 18 (+4) + + + 15 (+2) + + + 16 (+3) + + + 10 (+0) + + + 12 (+1) + + + 15 (+2) + + + + + + + Saving Throws Str +7, Dex +5, + Con +6 + + + Skills Athletics +10, + Intimidation +5 + + + Senses passive Perception 11 + + + Languages any one language + (usually Common) + + + Challenge 5 (1,800 XP) + + + Brave. The + gladiator has advantage on saving throws against being frightened. + + + Brute. A + melee weapon deals one extra die of its damage when the gladiator + hits with it (included in the attack). + +
+ Actions + + Multiattack. + The gladiator makes three melee attacks or two ranged attacks. + + + Spear. + Melee or Ranged Weapon Attack: +7 to hit, + reach 5 ft. and range 20/60 ft., one target. + Hit: 11 (2d6 + 4) piercing damage, or 13 + (2d8 + 4) piercing damage if used with two hands to make a melee + attack. + + + Shield + Bash. Melee Weapon + Attack: +7 to hit, reach 5 ft., one creature. + Hit: 9 (2d4 + 4) bludgeoning damage. If the + target is a Medium or smaller creature, it must succeed on a DC + 15 Strength saving throw or be knocked prone. + +
+
+ Reactions + + Parry. + The gladiator adds 3 to its AC against one melee attack that + would hit it. To do so, the gladiator must see the attacker and + be wielding a melee weapon. + + + Gladiators battle for the + entertainment of raucous crowds. Some gladiators are brutal pit + fighters who treat each match as a life-or-death struggle, while + others are professional duelists who command huge fees but + rarely fight to the death. + +
+
+
+ Guard + + Medium humanoid (any race), any alignment + + + Armor Class 16 (chain shirt, + shield) + + + Hit Points 11 (2d8 + 2) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 13 (+1) + + + 12 (+1) + + + 12 (+1) + + + 10 (+0) + + + 11 (+0) + + + 10 (+0) + + + + + + + Skills Perception +2 + + + Senses passive Perception 12 + + + Languages any one language + (usually Common) + + + Challenge 1/8 (25 XP) + +
+ Actions + + Spear. + Melee or Ranged Weapon Attack: +3 to hit, + reach 5 ft. or range 20/60 ft., one target. + Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + + 1) piercing damage if used with two hands to make a melee + attack. + + + Guards include members of a + city watch, sentries in a citadel or fortified town, and the + bodyguards of merchants and nobles. + +
+
+
+ Knight + + Medium humanoid (any race), any alignment + + + Armor Class 18 (plate) + + + Hit Points 52 (8d8 + 16) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 16 (+3) + + + 11 (+0) + + + 14 (+2) + + + 11 (+0) + + + 11 (+0) + + + 15 (+2) + + + + + + + Saving Throws Con +4, Wis +2 + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 3 (700 XP) + + + Brave. The + knight has advantage on saving throws against being frightened. + +
+ Actions + + Multiattack. + The knight makes two melee attacks. + + + Greatsword. + Melee Weapon Attack: +5 to hit, reach 5 + ft., one target. Hit: 10 (2d6 + 3) slashing + damage. + + + Heavy + Crossbow. Ranged Weapon + Attack: +2 to hit, range 100/400 ft., one target. + Hit: 5 (1d10) piercing damage. + + + Leadership (Recharges after a + Short or Long Rest). For 1 minute, the + knight can utter a special command or warning whenever a + nonhostile creature that it can see within 30 feet of it makes + an attack roll or a saving throw. The creature can add a d4 to + its roll provided it can hear and understand the knight. A + creature can benefit from only one Leadership die at a time. + This effect ends if the knight is incapacitated. + +
+
+ Reactions + + Parry. + The knight adds 2 to its AC against one melee attack that would + hit it. To do so, the knight must see the attacker and be + wielding a melee weapon. + + + Knights are warriors who + pledge service to rulers, religious orders, and noble causes. A + knight’s alignment determines the extent to which a pledge is + honored. Whether undertaking a quest or patrolling a realm, a + knight often travels with an entourage that includes squires and + hirelings who are commoners. + +
+
+
+ Mage + + Medium humanoid (any race), any alignment + + + Armor Class 12 (15 with + mage armor) + + + Hit Points 40 (9d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 9 (-1) + + + 14 (+2) + + + 11 (+0) + + + 17 (+3) + + + 12 (+1) + + + 11 (+0) + + + + + + + Saving Throws Int +6, Wis +4 + + + Skills Arcana +6, History +6 + + + Senses passive Perception 11 + + + Languages any four languages + + + Challenge 6 (2,300 XP) + + + Spellcasting. + The mage is a 9th-level spellcaster. Its spellcasting ability is + Intelligence (spell save DC 14, +6 to hit with spell attacks). The + mage has the following wizard spells prepared: + + + Cantrips (at will): fire bolt, + light, mage hand, + prestidigitation 1st level (4 slots): + detect magic, mage + armor, magic missile, + shield 2nd level (3 slots): misty + step, suggestion 3rd level (3 + slots): counterspell, + fireball, fly 4th level + (3 slots): greater invisibility, + ice storm 5th level (1 slot): cone + of cold + +
+ Actions + + Dagger. + Melee or Ranged Weapon Attack: +5 to hit, + reach 5 ft. or range 20/60 ft., one target. + Hit: 4 (1d4 + 1) piercing damage. + + + Mages spend their lives in + the study and practice of magic. Good-aligned mages offer + counsel to nobles and others in power, while evil mages dwell in + isolated sites to perform unspeakable experiments without + interference. + +
+
+
+ Noble + + Medium humanoid (any race), any alignment + + + Armor Class 15 (breastplate) + + + Hit Points 9 (2d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 12 (+1) + + + 11 (+0) + + + 12 (+1) + + + 14 (+2) + + + 16 (+3) + + + + + + + Skills Deception +5, Insight + +4, Persuasion +5 + + + Senses passive Perception 12 + + + Languages any two languages + + + Challenge 1/8 (25 XP) + +
+ Actions + + Rapier. + Melee Weapon Attack: +3 to hit, reach 5 + ft., one target. Hit: 5 (1d8 + 1) piercing + damage. + +
+
+ Reactions + + Parry. + The noble adds 2 to its AC against one melee attack that would + hit it. To do so, the noble must see the attacker and be + wielding a melee weapon. + + + Nobles wield great authority + and influence as members of the upper class, possessing wealth + and connections that can make them as powerful as monarchs and + generals. A noble often travels in the company of guards, as + well as servants who are commoners. + + + The noble’s statistics can also be used to represent + courtiers who aren’t of noble + birth. + +
+
+
+ Priest + + Medium humanoid (any race), any alignment + + + Armor Class 13 (chain shirt) + + + Hit Points 27 (5d8 + 5) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 10 (+0) + + + 12 (+1) + + + 13 (+1) + + + 16 (+3) + + + 13 (+1) + + + + + + + Skills Medicine +7, Persuasion + +3, Religion +5 + + + Senses passive Perception 13 + + + Languages any two languages + + + Challenge 2 (450 XP) + + + Divine + Eminence. As a bonus action, the priest can + expend a spell slot to cause its melee weapon attacks to magically + deal an extra 10 (3d6) radiant damage to a target on a hit. This + benefit lasts until the end of the turn. If the priest expends a + spell slot of 2nd level or higher, the extra damage increases by + 1d6 for each level above 1st. + + + Spellcasting. + The priest is a 5th-level spellcaster. Its spellcasting ability is + Wisdom (spell save DC 13, +5 to hit with spell attacks). The + priest has the following cleric spells prepared: + + + Cantrips (at will): light, sacred + flame, thaumaturgy 1st level (4 + slots): cure wounds, guiding + bolt, sanctuary 2nd level (3 + slots): lesser restoration, + spiritual weapon 3rd level (2 slots): + dispel magic, spirit + guardians + +
+ Actions + + Mace. + Melee Weapon Attack: +2 to hit, reach 5 + ft., one target. Hit: 3 (1d6) bludgeoning + damage. + + + Priests bring the teachings + of their gods to the common folk. They are the spiritual leaders + of temples and shrines and often hold positions of influence in + their communities. Evil priests might work openly under a + tyrant, or they might be the leaders of religious sects hidden + in the shadows of good society, overseeing depraved rites. + + + A priest typically has one or more acolytes to help with + religious ceremonies and other sacred duties. + +
+
+
+ Scout + + Medium humanoid (any race), any alignment + + + Armor Class 13 (leather armor) + + + Hit Points 16 (3d8 + 3) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 11 (+0) + + + 14 (+2) + + + 12 (+1) + + + 11 (+0) + + + 13 (+1) + + + 11 (+0) + + + + + + + Skills Nature +4, Perception + +5, Stealth +6, Survival +5 + + + Senses passive Perception 15 + + + Languages any one language + (usually Common) + + + Challenge 1/2 (100 XP) + + + Keen Hearing and + Sight. The scout has advantage on Wisdom + (Perception) checks that rely on hearing or sight. + +
+ Actions + + Multiattack. + The scout makes two melee attacks or two ranged attacks. + + + Shortsword. + Melee Weapon Attack: +4 to hit, reach 5 + ft., one target. Hit: 5 (1d6 + 2) piercing + damage. + + + Longbow. + Ranged Weapon Attack: +4 to hit, ranged + 150/600 ft., one target. Hit: 6 (1d8 + 2) + piercing damage. + + + Scouts are skilled hunters + and trackers who offer their services for a fee. Most hunt wild + game, but a few work as bounty hunters, serve as guides, or + provide military reconnaissance. + +
+
+
+ Spy + + Medium humanoid (any race), any alignment + + + Armor Class 12 + + + Hit Points 27 (6d8) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 10 (+0) + + + 15 (+2) + + + 10 (+0) + + + 12 (+1) + + + 14 (+2) + + + 16 (+3) + + + + + + + Skills Deception +5, Insight + +4, Investigation +5, Perception +6, Persuasion +5, Sleight of + Hand +4, Stealth +4 + + + Senses passive Perception 16 + + + Languages any two languages + + + Challenge 1 (200 XP) + + + Cunning + Action. On each of its turns, the spy can + use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack + (1/Turn). The spy deals an extra 7 (2d6) + damage when it hits a target with a weapon attack and has + advantage on the attack roll, or when the target is within 5 feet + of an ally of the spy that isn’t incapacitated and the spy doesn’t + have disadvantage on the attack roll. + +
+ Actions + + Multiattack. + The spy makes two melee attacks. + + + Shortsword. + Melee Weapon Attack: +4 to hit, reach 5 + ft., one target. Hit: 5 (1d6 + 2) piercing + damage. + + + Hand + Crossbow. Ranged Weapon + Attack: +4 to hit, range 30/120 ft., one target. + Hit: 5 (1d6 + 2) piercing damage. + + + Rulers, nobles, merchants, guildmasters, and other wealthy + individuals use spies to gain + the upper hand in a world of cutthroat politics. A spy is + trained to secretly gather information. Loyal spies would rather + die than divulge information that could compromise them or their + employers. + +
+
+
+ Thug + + Medium humanoid (any race), any non-good + alignment + + + Armor Class 11 (leather armor) + + + Hit Points 32 (5d8 + 10) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 15 (+2) + + + 11 (+0) + + + 14 (+2) + + + 10 (+0) + + + 10 (+0) + + + 11 (+0) + + + + + + + Skills Intimidation +2 + + + Senses passive Perception 10 + + + Languages any one language + (usually Common) + + + Challenge 1/2 (100 XP) + + + Pack + Tactics. The thug has advantage on an attack + roll against a creature if at least one of the thug’s allies is + within 5 feet of the creature and the ally isn’t incapacitated. + +
+ Actions + + Multiattack. + The thug makes two melee attacks. + + + Mace. + Melee Weapon Attack: +4 to hit, reach 5 + ft., one creature. Hit: 5 (1d6 + 2) + bludgeoning damage. + + + Heavy + Crossbow. Ranged Weapon + Attack: +2 to hit, range 100/400 ft., one target. + Hit: 5 (1d10) piercing damage. + + + Thugs are ruthless enforcers + skilled at intimidation and violence. They work for money and + have few scruples. + +
+
+
+ Tribal Warrior + + Medium humanoid (any race), any alignment + + + Armor Class 12 (hide armor) + + + Hit Points 11 (2d8 + 2) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 13 (+1) + + + 11 (+0) + + + 12 (+1) + + + 8 (-1) + + + 11 (+0) + + + 8 (-1) + + + + + + + Senses passive Perception 10 + + + Languages any one language + + + Challenge 1/8 (25 XP) + + + Pack + Tactics. The warrior has advantage on an + attack roll against a creature if at least one of the warrior’s + allies is within 5 feet of the creature and the ally isn’t + incapacitated. + +
+ Actions + + Spear. + Melee or Ranged Weapon Attack: +3 to hit, + reach 5 ft. or range 20/60 ft., one target. + Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + + 1) piercing damage if used with two hands to make a melee + attack. + + + Tribal warriors live beyond + civilization, most often subsisting on fishing and hunting. Each + tribe acts in accordance with the wishes of its chief, who is + the greatest or oldest warrior of the tribe or a tribe member + blessed by the gods. + +
+
+
+ Veteran + + Medium humanoid (any race), any alignment + + + Armor Class 17 (splint) + + + Hit Points 58 (9d8 + 18) + + + Speed 30 ft. + + + + + + + + + + + + + STR + + + DEX + + + CON + + + INT + + + WIS + + + CHA + + + + + + + 16 (+3) + + + 13 (+1) + + + 14 (+2) + + + 10 (+0) + + + 11 (+0) + + + 10 (+0) + + + + + + + Skills Athletics +5, Perception + +2 + + + Senses passive Perception 12 + + + Languages any one language + (usually Common) + + + Challenge 3 (700 XP) + +
+ Actions + + Multiattack. + The veteran makes two longsword attacks. If it has a shortsword + drawn, it can also make a shortsword attack. + + + Longsword. + Melee Weapon Attack: +5 to hit, reach 5 + ft., one target. Hit: 7 (1d8 + 3) slashing + damage, or 8 (1d10 + 3) slashing damage if used with two hands. + + + Shortsword. + Melee Weapon Attack: +5 to hit, reach 5 + ft., one target. Hit: 6 (1d6 + 3) piercing + damage. + + + Heavy + Crossbow. Ranged Weapon + Attack: +3 to hit, range 100/400 ft., one target. + Hit: 6 (1d10 + 1) piercing damage. + + + Veterans are professional + fighters that take up arms for pay or to protect something they + believe in or value. Their ranks include soldiers retired from + long service and warriors who never served anyone but + themselves.
diff --git a/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx b/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx index ec3d90d..3dd7f9b 100644 Binary files a/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx and b/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx differ diff --git a/downloads/epub/D&D 5E SRD Full Compile-v0.4.1.epub b/downloads/epub/D&D 5E SRD Full Compile-v0.4.1.epub index 60a7e3f..820044a 100644 Binary files a/downloads/epub/D&D 5E SRD Full Compile-v0.4.1.epub and b/downloads/epub/D&D 5E SRD Full Compile-v0.4.1.epub differ diff --git a/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html b/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html index 75e5a5e..8cfe194 100644 --- a/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html +++ b/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html @@ -2279,16 +2279,16 @@

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

-
Improved Critical
+

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

-
Remarkable Athlete
+

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

-
Additional Fighting Style
+

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

-
Superior Critical
+

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

-
Survivor
+

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Monk

Class Features

@@ -2556,18 +2556,18 @@

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

-
Open Hand Technique
+

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.
-
Wholeness of Body
+

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

-
Tranquility
+

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

-
Quivering Palm
+

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Paladin

@@ -2882,14 +2882,14 @@

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

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Tenets of Devotion
+

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

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Oath Spells
+

Oath Spells

You gain oath spells at the paladin levels listed.

Table- Oath of Devotion Spells

@@ -2926,18 +2926,18 @@
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Channel Divinity
+

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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Aura of Devotion
+

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

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Holy Nimbus
+

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

@@ -3284,21 +3284,21 @@

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

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Hunter’s Prey
+

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

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Defensive Tactics
+

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

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Multiattack
+

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

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Superior Hunter’s Defense
+

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

@@ -3498,16 +3498,16 @@

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

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Fast Hands
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Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

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Second-Story Work
+

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

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Supreme Sneak
+

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

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Use Magic Device
+

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

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Thief’s Reflexes
+

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Sorcerer

Class Features

@@ -4022,7 +4022,7 @@

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

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Dragon Ancestor
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Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Table- Draconic Ancestry

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You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

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Draconic Resilience
+

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

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Elemental Affinity
+

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

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Dragon Wings
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Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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Draconic Presence
+

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Warlock

Class Features

@@ -4485,7 +4485,7 @@

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

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Expanded Spell List
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Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table- Fiend Expanded Spells

@@ -4522,14 +4522,14 @@
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Dark One’s Blessing
+

Dark One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

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Dark One’s Own Luck
+

Dark One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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Fiendish Resilience
+

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

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Hurl Through Hell
+

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

@@ -4938,15 +4938,15 @@

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

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Evocation Savant
+

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

-
Sculpt Spells
+

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

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Potent Cantrip
+

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

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Empowered Evocation
+

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

-
Overchannel
+

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

@@ -4960,11 +4960,11 @@

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Customizations

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Multiclassing

+

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

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Prerequisites

+

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.

Table- Multiclassing Prerequisites

@@ -5029,14 +5029,14 @@
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Experience Points

+

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

-

Hit Points and Hit Dice

+

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

-

Proficiency Bonus

+

Proficiency Bonus

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.

-

Proficiencies

+

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Table- Multiclassing Proficiencies

@@ -5105,15 +5105,15 @@
-

Class Features

+

Class Features

When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

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Channel Divinity

+

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

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Extra Attack

+

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.

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Unarmored Defense

+

Unarmored Defense

If you already have the Unarmored Defense feature, you can’t gain it again from another class.

-

Spellcasting

+

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

@@ -5405,7 +5405,7 @@
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Personalization

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    Alignment

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    Alignment

    A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

    These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

    Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

    @@ -5417,12 +5417,12 @@

    Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

    Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

    Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

    -

    Alignment in the Multiverse

    +

    Alignment in the Multiverse

    For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

    The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)

    Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

    Most creatures that lack the capacity for rational thought do not have alignments-they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

    -

    Languages

    +

    Languages

    Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

    Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.

    Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

    @@ -5567,7 +5567,9 @@

    Acolyte

    You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power.

    Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in “Fantasy-Historical Pantheons” or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

    -

    Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

    +

    Skill Proficiencies: Insight, Religion

    +

    Languages: Two of your choice

    +

    Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

    Feature: Shelter of the Faithful

    As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

    You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

    @@ -7844,20 +7846,20 @@

    To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

    Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

    -

    Advantage and Disadvantage

    +

    Advantage and Disadvantage

    Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

    If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

    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.

    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.

    You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The

    GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

    -

    Proficiency Bonus

    +

    Proficiency Bonus

    Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

    Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

    Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

    By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

    In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

    -

    Ability Checks

    +

    Ability Checks

    An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

    For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.

    The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

    @@ -7901,11 +7903,11 @@

    To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

    -

    Contests

    +

    Contests

    Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

    Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

    If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

    -

    Skills

    +

    Skills

    Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)

    For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

    The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

    @@ -7960,19 +7962,19 @@

    Sometimes, the GM might ask for an ability check using a specific skill-for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

    For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

    -

    Variant: Skills with Different Abilities

    +

    Variant: Skills with Different Abilities

    Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

    -

    Passive Checks

    +

    Passive Checks

    A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

    Here’s how to determine a character’s total for a passive check:

    10 + all modifiers that normally apply to the check

    If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

    For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

    The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.

    -

    Working Together

    +

    Working Together

    Sometimes two or more characters team up to attempt a task. The character who’s leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

    A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

    -

    Group Checks

    +

    Group Checks

    When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

    To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

    Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

    @@ -8107,7 +8109,7 @@

    Spellcasting Ability

    Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

    -

    Saving Throws

    +

    Saving Throws

    A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

    To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

    A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.

    @@ -8115,21 +8117,20 @@

    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.

    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.

    Adventuring

    -

    Adventuring

    -

    Time

    +

    Time

    In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

    In 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

    +

    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

    +

    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
    +

    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 ##).

    @@ -8186,29 +8187,29 @@ -
    Difficult Terrain
    +

    Difficult Terrain

    The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.

    You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day.

    -

    Special Types of Movement

    +

    Special Types of Movement

    Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

    -
    Climbing, Swimming, and Crawling
    +

    Climbing, Swimming, and Crawling

    While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

    -
    Jumping
    +

    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

    +

    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

    +

    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

    +

    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

    +

    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 ##) when trying to see something in that area.

    @@ -8218,73 +8219,73 @@

    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
    +

    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
    +

    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
    +

    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

    +

    Food and Water

    Characters who don’t eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

    -
    Food
    +

    Food

    A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

    A character 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
    +

    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

    +

    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

    +

    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

    +

    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

    +

    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 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

    +

    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

    +

    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
    +

    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
    +

    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
    +

    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
    +

    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
    +

    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.

    Combat

    A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

    -

    Combat Step by Step

    +

    Combat Step by Step

    1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
    2. Establish positions. The GM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
    3. @@ -8293,54 +8294,54 @@
    4. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
    -

    Surprise

    +

    Surprise

    A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

    The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

    If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

    -

    Initiative

    +

    Initiative

    Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

    The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

    If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

    -

    Your Turn

    +

    Your Turn

    On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet.

    The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.

    The “Movement and Position” section later in this chapter gives the rules for your move.

    You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

    -

    Bonus Actions

    +

    Bonus Actions

    Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

    You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

    You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

    -

    Other Activity on Your Turn

    +

    Other Activity on Your Turn

    Your turn can include a variety of flourishes that require neither your action nor your move.

    You can communicate however you are able, through brief utterances and gestures, as you take your turn.

    You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

    If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

    The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

    -

    Reactions

    +

    Reactions

    Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.

    When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

    -

    Movement and Position

    +

    Movement and Position

    In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

    On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

    Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

    -

    Breaking Up Your Move

    +

    Breaking Up Your Move

    You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

    -

    Moving between Attacks

    +

    Moving between Attacks

    If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

    -

    Using Different Speeds

    +

    Using Different Speeds

    If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

    For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

    -

    Difficult Terrain

    +

    Difficult Terrain

    Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.

    Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

    Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

    -

    Being Prone

    +

    Being Prone

    Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.

    You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend

    15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

    To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

    -

    Interacting with Objects Around You

    +

    Interacting with Objects Around You

    Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

    • draw or sheathe a sword
    • @@ -8366,13 +8367,13 @@
    • hand an item to another character
    -

    Moving Around Other Creatures

    +

    Moving Around Other Creatures

    You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

    Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

    If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.

    -

    Flying Movement

    +

    Flying Movement

    Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

    -

    Creature Size

    +

    Creature Size

    Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

    Table- Creature Size

    @@ -8413,43 +8414,43 @@
    -

    Space

    +

    Space

    A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can’t get through unless the hobgoblin lets them.

    A creature’s space 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 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

    A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

    -

    Actions in Combat

    +

    Actions in Combat

    When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

    When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

    -

    Attack

    +

    Attack

    The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

    With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.

    Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

    -

    Cast a Spell

    +

    Cast a Spell

    Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

    -

    Dash

    +

    Dash

    When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

    Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

    -

    Disengage

    +

    Disengage

    If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

    -

    Dodge

    +

    Dodge

    When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

    -

    Help

    +

    Help

    You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

    Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

    -

    Hide

    +

    Hide

    When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

    -

    Ready

    +

    Ready

    Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

    First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

    When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

    When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

    - +

    When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

    -

    Use an Object

    +

    Use an Object

    You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

    -

    Making an Attack

    +

    Making an Attack

    Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

    • Choose a target. Pick a target within your attack’s Range: a creature, an object, or a location.
    • @@ -8457,30 +8458,30 @@
    • Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

    If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

    -

    Attack Rolls

    +

    Attack Rolls

    When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

    -

    Modifiers to the Roll

    +

    Modifiers to the Roll

    When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

    Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

    Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

    Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

    -

    Rolling 1 or 20

    +

    Rolling 1 or 20

    Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

    If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit, which is explained later in this chapter.

    If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

    -

    Unseen Attackers and Targets

    +

    Unseen Attackers and Targets

    Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness.

    When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.

    When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses.

    -

    Ranged Attacks

    +

    Ranged Attacks

    When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

    -

    Range

    +

    Range

    You can make ranged attacks only against targets within a specified range.

    If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.

    Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

    -

    Ranged Attacks in Close Combat

    +

    Ranged Attacks in Close Combat

    Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

    -

    Melee Attacks

    +

    Melee Attacks

    Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

    Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

    Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

    @@ -8492,15 +8493,15 @@

    In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

    You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

    You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

    -

    Two-Weapon Fighting

    +

    Two-Weapon Fighting

    When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

    If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

    -

    Grappling

    +

    Grappling

    When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

    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 ##). 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.

    Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

    -

    Shoving a Creature

    +

    Shoving a Creature

    Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

    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

    @@ -8519,10 +8520,10 @@

    Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

    When attacking with a weapon, you add your ability modifier-the same modifier used for the attack roll-to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

    If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.

    -

    Critical Hits

    +

    Critical Hits

    When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

    For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

    -

    Damage Types

    +

    Damage Types

    Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

    The damage types follow, with examples to help a GM assign a damage type to a new effect.

    Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.

    @@ -8549,12 +8550,12 @@

    A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life.

    Dropping to 0 Hit Points

    When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

    -

    Instant Death

    +

    Instant Death

    Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

    For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

    -

    Falling Unconscious

    +

    Falling Unconscious

    If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points.

    -

    Death Saving Throws

    +

    Death Saving Throws

    Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

    Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

    Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

    @@ -8563,31 +8564,31 @@

    The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

    You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

    A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

    -

    Monsters and Death

    +

    Monsters and Death

    Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

    Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.

    -

    Knocking a Creature Out

    +

    Knocking a Creature Out

    Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

    -

    Temporary Hit Points

    +

    Temporary Hit Points

    Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

    When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

    Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

    Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

    If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

    Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

    -

    Mounted Combat

    +

    Mounted Combat

    A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.

    A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

    -

    Mounting and Dismounting

    +

    Mounting and Dismounting

    Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

    If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

    If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

    -

    Controlling a Mount

    +

    Controlling a Mount

    While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

    You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

    An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

    In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

    -

    Underwater Combat

    +

    Underwater Combat

    When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

    When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

    A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

    @@ -8595,31 +8596,31 @@

    Spellcasting

    Magic permeates fantasy gaming worlds and often appears in the form of a spell.

    This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

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    What Is a Spell?

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    What Is a Spell?

    A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.

    Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead.

    Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

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    Spell Level

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    Spell Level

    Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.

    Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

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    Known and Prepared Spells

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    Known and Prepared Spells

    Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

    In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.

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    Spell Slots

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    Spell Slots

    Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

    When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.

    Finishing a long rest restores any expended spell slots.

    Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

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    Casting a Spell at a Higher Level

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    Casting a Spell at a Higher Level

    When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

    Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

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    Casting in Armor

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    Casting in Armor

    Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

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    Cantrips

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    Cantrips

    A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

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    Rituals

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    Rituals

    Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.

    To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

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    Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

    Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

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    Casting a Spell

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    Casting a Spell

    When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.

    Each spell description begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

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    Casting Time

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    Casting Time

    Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

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    Bonus Action

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    Bonus Action

    A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

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    Reactions

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    Reactions

    Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

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    Longer Casting Times

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    Longer Casting Times

    Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

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    Spell Range

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    Spell Range

    The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

    Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

    Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter).

    Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

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    Components

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    Components

    A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

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    Verbal (V)

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    Verbal (V)

    Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

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    Somatic (S)

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    Somatic (S)

    Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

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    Material (M)

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    Material (M)

    Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

    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.

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    Duration

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    Duration

    A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

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    Instantaneous

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    Instantaneous

    Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

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    Concentration

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    Concentration

    Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

    If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

    Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

    @@ -8676,40 +8677,40 @@
  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
  • The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

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    Targets

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    Targets

    A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

    Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

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    A Clear Path to the Target

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    A Clear Path to the Target

    To target something, you must have a clear path to it, so it can’t be behind total cover.

    If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

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    Targeting Yourself

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    Targeting Yourself

    If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

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    Areas of Effect

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    Areas of Effect

    Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

    A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

    A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.

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    Cone

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    Cone

    A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

    A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

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    Cube

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    Cube

    You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

    A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

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    Cylinder

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    Cylinder

    A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

    A cylinder’s point of origin is included in the cylinder’s area of effect.

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    Line

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    Line

    A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

    A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

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    Sphere

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    Sphere

    You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

    A sphere’s point of origin is included in the sphere’s area of effect.

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    Spell Saving Throws

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    Spell Saving Throws

    Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

    The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

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    Spell Attack Rolls

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    Spell Attack Rolls

    Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

    Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

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    Combining Magical Effects

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    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.

    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.

    Spells

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    Components: V

    Duration: Concentration, up to 1 minute

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

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    Branding Smite

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    Branding Smite

    2nd-­level evocation

    Casting Time: 1 bonus action

    Range: Self

    @@ -14429,7 +14430,6 @@

    Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.

    Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

    Treasure

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    Magic

    Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

    Magic Items (A)

    Adamantine Armor

    @@ -18056,448 +18056,6 @@

    If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

    Regional Effects

    The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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    Monsters

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    Monster Statistics

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    Type

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    A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

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    The game includes the following monster types, which have no rules of their own.

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    Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.

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    Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

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    Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

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    Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

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    Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

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    Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

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    Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

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    Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

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    Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

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    Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

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    Monstrosities are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.

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    Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

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    Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

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    Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

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    Tags

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    A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.

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    Alignment

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    A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the Player’s Handbook for descriptions of the different alignments.

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    The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.

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    Some creatures can have any alignment. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.

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    Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.

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    Armor Class

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    A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.

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    Hit Points

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    A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the Player’s Handbook.

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    A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).

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    A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.

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    Table- Hit Dice by Size

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    Monster SizeHit DieAverage HP per Die
    Tinyd42 1/2
    Smalld63 1/2
    Mediumd84 1/2
    Larged105 1/2
    Huged126 1/2
    Gargantuand2010 1/2
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    A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11).

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    Speed

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    A monster’s speed tells you how far it can move on its turn. For more information on speed, see the Player’s Handbook.

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    All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.

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    Some creatures have one or more of the following additional movement modes.

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    Burrow

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    A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.

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    Climb

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    A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.

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    Fly

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    A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies.

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    Swim

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    A monster that has a swimming speed doesn’t need to spend extra movement to swim.

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    Ability Scores

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    Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the Player’s Handbook.

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    Saving Throws

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    The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.

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    A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).

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    Table- Proficiency Bonus by Challenge Rating

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    ChallengeProficiency Bonus
    0+2
    1/8+2
    1/4+2
    1/2+2
    1+2
    2+2
    3+2
    4+2
    5+3
    6+3
    7+3
    8+3
    9+4
    10+4
    11+4
    12+4
    13+5
    14+5
    15+5
    16+5
    17+6
    18+6
    19+6
    20+6
    21+7
    22+7
    23+7
    24+7
    25+8
    26+8
    27+8
    28+8
    29+9
    30+9
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    Skills

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    The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.

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    A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

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    Armor, Weapon, and Tool Proficiencies

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    Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.

    -

    For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.

    -

    See the Player’s Handbook for rules on using armor or weapons without proficiency.

    -

    Vulnerabilities, Resistances, and Immunities

    -

    Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.

    -

    Senses

    -

    The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

    -

    Blindsight

    -

    A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

    -

    Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

    -

    If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

    -

    Darkvision

    -

    A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

    -

    Tremorsense

    -

    A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.

    -

    Truesight

    -

    A monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

    -

    Languages

    -

    The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “-” indicates that a creature neither speaks nor understands any language.

    -

    Telepathy

    -

    Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

    -

    A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.

    -

    A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.

    -

    Challenge

    -

    A monster’s Challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.

    -

    Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.

    -

    Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.

    -

    Experience Points

    -

    The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.

    -

    Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.

    -

    Table- Experience Points by Challenge Rating

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ChallengeXP
    00 or 10
    1/825
    1/450
    1/2100
    1200
    2450
    3700
    41,100
    51,800
    62,300
    72,900
    83,900
    1411,500
    1513,000
    1615,000
    1718,000
    1820,000
    1922,000
    2025,000
    2133,000
    2241,000
    2350,000
    2462,000
    2575,000
    -

    Special Traits

    -

    Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.

    -

    Innate Spellcasting

    -

    A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.

    -

    An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.

    -

    A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.

    -

    Spellcasting

    -

    A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player’s Handbook). The spellcaster level is also used for any cantrips included in the feature.

    -

    The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.

    -

    A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating.

    -

    Psionics

    -

    A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells.

    -

    Actions

    -

    When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player’s Handbook.

    -

    Melee and Ranged Attacks

    -

    The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player’s Handbook.

    -

    Creature vs Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.

    -

    Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.

    -

    Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation.

    -

    Grapple Rules for Monsters

    -

    Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.

    -

    A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10+the monster’s Strength (Athletics) modifier.

    -

    Multiattack

    -

    A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.

    -

    Ammunition

    -

    A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.

    -

    Reactions

    -

    If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.

    -

    Limited Usage

    -

    Some special abilities have restrictions on the number of times they can be used.

    -

    X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again.

    -

    Recharge X-Y. The notation “Recharge X-Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.

    -

    For example, “Recharge 5-6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.

    -

    Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.

    -

    Equipment

    -

    A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.

    -

    You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.

    -

    If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.

    -

    Legendary Creatures

    -

    A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.

    -

    If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.

    -

    Legendary Actions

    -

    A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.

    -

    A Legendary Creature’s Lair

    -

    A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.

    -

    Lair Actions

    -

    If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

    -

    Regional Effects

    -

    The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

    Monsters (A)

    Aboleth

    Large aberration, lawful evil

    @@ -18534,13 +18092,13 @@

    Amphibious. The aboleth can breathe air and water.

    Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

    Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

    -
    Actions
    +
    Actions

    Multiattack. The aboleth makes three tentacle attacks.

    Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

    Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.

    Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

    Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

    -
    Legendary Actions
    +
    Legendary Actions

    The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn.

    Detect. The aboleth makes a Wisdom (Perception) check.

    Tail Swipe. The aboleth makes one tail attack.

    @@ -18585,7 +18143,7 @@

    At will: detect evil and good

    1/day each: commune, raise dead

    Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The deva makes two melee attacks.

    Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.

    Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

    @@ -18632,7 +18190,7 @@

    3/day each: blade barrier, dispel evil and good, flame strike, raise dead

    1/day each: commune, control weather, insect plague

    Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The planetar makes two melee attacks.

    Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.

    Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

    @@ -18678,13 +18236,13 @@

    3/day each: blade barrier, dispel evil and good, resurrection

    1/day each: commune, control weather

    Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The solar makes two greatsword attacks.

    Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.

    Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

    Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

    Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

    -
    Legendary Actions
    +
    Legendary Actions

    The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn.

    Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

    @@ -18725,7 +18283,7 @@

    Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a

    Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

    False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

    -
    Actions
    +
    Actions

    Multiattack. The armor makes two melee attacks.

    Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

    Flying Sword

    @@ -18763,7 +18321,7 @@

    Challenge 1/4 (50 XP)

    Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

    False Appearance. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword.

    -
    Actions
    +
    Actions

    Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

    Rug of Smothering

    Large construct, unaligned

    @@ -18800,7 +18358,7 @@

    Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

    Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

    False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

    -
    Actions
    +
    Actions

    Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6+3) bludgeoning damage.

    Ankheg

    Large monstrosity, unaligned

    @@ -18832,7 +18390,7 @@

    Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11

    Languages -

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

    Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

    Azer

    @@ -18871,7 +18429,7 @@

    Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

    Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

    Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

    -
    Actions
    +
    Actions

    Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

    Monsters (B)

    Basilisk

    @@ -18907,7 +18465,7 @@

    Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

    A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

    If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.

    Behir

    Huge monstrosity, neutral evil

    @@ -18941,7 +18499,7 @@

    Senses darkvision 90 ft., passive Perception 16

    Languages Draconic

    Challenge 11 (7,200 XP)

    -
    Actions
    +
    Actions

    Multiattack. The behir makes two attacks: one with its bite and one to constrict.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.

    Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.

    @@ -18981,7 +18539,7 @@

    Challenge 1 (200 XP)

    Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

    Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

    -
    Actions
    +
    Actions

    Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

    Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

    Bulette

    @@ -19016,7 +18574,7 @@

    Languages -

    Challenge 5 (1,800 XP)

    Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.

    Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.

    Monsters (C)

    @@ -19052,7 +18610,7 @@

    Languages Elvish, Sylvan

    Challenge 2 (450 XP)

    Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

    -
    Actions
    +
    Actions

    Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

    Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    @@ -19088,7 +18646,7 @@

    Senses darkvision 60 ft., passive Perception 18

    Languages understands Draconic but can’t speak

    Challenge 6 (2,300 XP)

    -
    Actions
    +
    Actions

    Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

    Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.

    @@ -19129,7 +18687,7 @@

    Challenge 4 (1,100 XP)

    Amphibious. The chuul can breathe air and water.

    Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

    -
    Actions
    +
    Actions

    Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

    Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.

    Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    @@ -19167,7 +18725,7 @@

    Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

    False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

    Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

    Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage.

    @@ -19205,7 +18763,7 @@

    Senses darkvision 60 ft., passive Perception 11

    Languages -

    Challenge 1/2 (100 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

    Couatl

    Medium celestial, lawful good

    @@ -19246,7 +18804,7 @@

    1/day each: dream, greater restoration, scrying

    Magic Weapons. The couatl’s weapon attacks are magical.

    Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

    Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.

    Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice).

    @@ -19285,7 +18843,7 @@

    Challenge 1/2 (100 XP)

    Echolocation. The darkmantle can’t use its blindsight while deafened.

    False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

    -
    Actions
    +
    Actions

    Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

    While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.

    A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

    @@ -19329,7 +18887,7 @@

    Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

    Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The balor’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The balor makes two attacks: one with its longsword and one with its whip.

    Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

    Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

    @@ -19367,7 +18925,7 @@

    Senses darkvision 60 ft., passive Perception 9

    Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dretch makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

    Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

    @@ -19410,7 +18968,7 @@

    At will: darkness, detect magic, dispel magic

    1/day each: confusion, fly, power word stun

    Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

    Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

    Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

    @@ -19450,7 +19008,7 @@

    Challenge 8 (3,900 XP)

    Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

    Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.

    -
    Actions
    +
    Actions

    Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -19491,12 +19049,12 @@

    Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The marilith’s weapon attacks are magical.

    Reactive. The marilith can take one reaction on every turn in a combat.

    -
    Actions
    +
    Actions

    Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.

    Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.

    Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    -
    Reactions
    +
    Reactions

    Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

    Nalfeshnee

    Large fiend (demon), chaotic evil

    @@ -19533,7 +19091,7 @@

    Languages Abyssal, telepathy 120 ft.

    Challenge 13 (10,000 XP)

    Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage.

    @@ -19575,7 +19133,7 @@

    Challenge 1 (200 XP)

    Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Scare (1/Day). One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

    Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

    @@ -19614,7 +19172,7 @@

    Languages Abyssal, telepathy 120 ft.

    Challenge 6 (2,300 XP)

    Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

    Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.

    @@ -19659,7 +19217,7 @@

    Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

    Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

    @@ -19701,7 +19259,7 @@

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    Steadfast. The devil can’t be frightened while it can see an allied creature within 30 feet of it.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

    Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

    @@ -19742,7 +19300,7 @@

    Challenge 9 (5,000 XP)

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes three attacks: two with its claws and one with its sting.

    Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

    Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    @@ -19782,12 +19340,12 @@

    Challenge 8 (3,900 XP)

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes two attacks with its chains.

    Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

    Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.

    Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

    -
    Reactions
    +
    Reactions

    Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

    Erinyes

    Medium fiend (devil), lawful evil

    @@ -19825,11 +19383,11 @@

    Challenge 12 (8,400 XP)

    Hellish Weapons. The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

    Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The erinyes makes three attacks.

    Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

    Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

    -
    Reactions
    +
    Reactions

    Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

    Horned Devil

    Large fiend (devil), lawful evil

    @@ -19867,7 +19425,7 @@

    Challenge 11 (7,200 XP)

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

    Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage.

    Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

    @@ -19908,7 +19466,7 @@

    Challenge 14 (11,500 XP)

    Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

    Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

    Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.

    Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.

    @@ -19953,7 +19511,7 @@

    Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.

    Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

    Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

    Lemure

    @@ -19991,7 +19549,7 @@

    Challenge 0 (10 XP)

    Devil’s Sight. Magical darkness doesn’t impede the lemure’s darkvision.

    Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

    -
    Actions
    +
    Actions

    Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

    Pit Fiend

    Large fiend (devil), lawful evil

    @@ -20033,7 +19591,7 @@

    Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components

    At will: detect magic, fireball

    3/day each: hold monster, wall of fire

    -
    Actions
    +
    Actions

    Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

    Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage.

    @@ -20072,7 +19630,7 @@

    Languages -

    Challenge 2 (450 XP)

    Hold Breath. The plesiosaurus can hold its breath for 1 hour.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.

    Triceratops

    Huge beast, unaligned

    @@ -20106,7 +19664,7 @@

    Challenge 5 (1,800 XP)

    Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

    If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage.

    Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

    Tyrannosaurus Rex

    @@ -20140,7 +19698,7 @@

    Senses passive Perception 14

    Languages -

    Challenge 8 (3,900 XP)

    -
    Actions
    +
    Actions

    Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.

    Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

    @@ -20179,7 +19737,7 @@

    Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

    Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

    -
    Actions
    +
    Actions

    Multiattack. The doppelganger makes two melee attacks.

    Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

    Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

    @@ -20220,14 +19778,14 @@

    Challenge 21 (33,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.

    Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

    Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20267,14 +19825,14 @@

    Challenge 14 (11,500 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20313,7 +19871,7 @@

    Languages Common, Draconic

    Challenge 7 (2,900 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -20352,7 +19910,7 @@

    Languages Draconic

    Challenge 2 (450 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

    Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

    Blue Dragon

    @@ -20390,14 +19948,14 @@

    Languages Common, Draconic

    Challenge 23 (50,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.

    Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

    Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20436,14 +19994,14 @@

    Languages Common, Draconic

    Challenge 16 (15,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

    Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

    Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20481,7 +20039,7 @@

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19

    Languages Common, Draconic

    Challenge 9 (5,000 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage.

    Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

    @@ -20519,7 +20077,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 3 (700 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.

    Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

    Green Dragon

    @@ -20559,14 +20117,14 @@

    Challenge 15 (13,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20606,7 +20164,7 @@

    Languages Common, Draconic

    Challenge 8 (3,900 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -20646,7 +20204,7 @@

    Languages Draconic

    Challenge 2 (450 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.

    Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

    Red Dragon

    @@ -20684,14 +20242,14 @@

    Languages Common, Draconic

    Challenge 24 (62,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

    Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

    Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20730,14 +20288,14 @@

    Languages Common, Draconic

    Challenge 17 (18,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

    Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

    Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20775,7 +20333,7 @@

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18

    Languages Common, Draconic

    Challenge 10 (5,900 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    @@ -20813,7 +20371,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 4 (1,100 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage.

    Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

    White Dragon

    @@ -20852,14 +20410,14 @@

    Challenge 20 (25,000 XP)

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.

    Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

    Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20899,14 +20457,14 @@

    Challenge 13 (10,000 XP)

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -20945,7 +20503,7 @@

    Languages Common, Draconic

    Challenge 6 (2,300 XP)

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -20983,7 +20541,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage.

    Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

    Dragons, Metallic

    @@ -21022,7 +20580,7 @@

    Languages Common, Draconic

    Challenge 20 (25,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.

    Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

    @@ -21033,7 +20591,7 @@

    Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21072,7 +20630,7 @@

    Languages Common, Draconic

    Challenge 13 (10,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    @@ -21081,7 +20639,7 @@

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

    Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21119,7 +20677,7 @@

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16

    Languages Common, Draconic

    Challenge 6 (2,300 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -21159,7 +20717,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 1 (200 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

    @@ -21200,7 +20758,7 @@

    Challenge 22 (41,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.

    Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

    @@ -21211,7 +20769,7 @@

    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21251,7 +20809,7 @@

    Challenge 15 (13,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.

    Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

    @@ -21262,7 +20820,7 @@

    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21301,7 +20859,7 @@

    Languages Common, Draconic

    Challenge 8 (3,900 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.

    Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

    @@ -21342,7 +20900,7 @@

    Languages Draconic

    Challenge 2 (450 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Lightning Breath. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

    @@ -21382,7 +20940,7 @@

    Languages Common, Draconic

    Challenge 21 (33,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.

    Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

    @@ -21393,7 +20951,7 @@

    Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21432,7 +20990,7 @@

    Languages Common, Draconic

    Challenge 14 (11,500 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    @@ -21441,7 +20999,7 @@

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

    Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21479,7 +21037,7 @@

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17

    Languages Common, Draconic

    Challenge 7 (2,900 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -21519,7 +21077,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 1 (200 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

    @@ -21560,7 +21118,7 @@

    Challenge 24 (62,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

    Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

    @@ -21571,7 +21129,7 @@

    Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21611,7 +21169,7 @@

    Challenge 17 (18,000 XP)

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

    Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

    @@ -21622,7 +21180,7 @@

    Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21661,7 +21219,7 @@

    Languages Common, Draconic

    Challenge 10 (5,900 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    @@ -21702,7 +21260,7 @@

    Languages Draconic

    Challenge 3 (700 XP)

    Amphibious. The dragon can breathe air and water.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

    @@ -21742,7 +21300,7 @@

    Languages Common, Draconic

    Challenge 23 (50,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

    Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

    @@ -21753,7 +21311,7 @@

    Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21792,7 +21350,7 @@

    Languages Common, Draconic

    Challenge 16 (15,000 XP)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    -
    Actions
    +
    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

    Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

    @@ -21803,7 +21361,7 @@

    Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    -
    Legendary Actions
    +
    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    @@ -21841,7 +21399,7 @@

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18

    Languages Common, Draconic

    Challenge 9 (5,000 XP)

    -
    Actions
    +
    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

    @@ -21881,7 +21439,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

    Languages Draconic

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Cold Breath. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

    @@ -21919,7 +21477,7 @@

    Languages Aquan, Draconic

    Challenge 17 (18,000 XP)

    Amphibious. The dragon turtle can breathe air and water.

    -
    Actions
    +
    Actions

    Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

    Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage.

    Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.

    @@ -21963,7 +21521,7 @@

    Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    Web Walker. The drider ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

    Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

    @@ -22006,7 +21564,7 @@

    Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

    Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

    Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

    -
    Actions
    +
    Actions

    Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.

    Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

    Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

    @@ -22044,7 +21602,7 @@

    Challenge 1 (200 XP)

    Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

    Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

    War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

    Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

    @@ -22085,7 +21643,7 @@

    Languages Auran

    Challenge 5 (1,800 XP)

    Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

    -
    Actions
    +
    Actions

    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

    Whirlwind (Recharge 4-6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

    @@ -22126,7 +21684,7 @@

    Challenge 5 (1,800 XP)

    Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

    Siege Monster. The elemental deals double damage to objects and structures.

    -
    Actions
    +
    Actions

    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

    Fire Elemental

    @@ -22165,7 +21723,7 @@

    Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

    Illumination. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.

    Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

    -
    Actions
    +
    Actions

    Multiattack. The elemental makes two touch attacks.

    Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

    Water Elemental

    @@ -22203,7 +21761,7 @@

    Challenge 5 (1,800 XP)

    Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

    Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

    -
    Actions
    +
    Actions

    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

    Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

    @@ -22244,7 +21802,7 @@

    At will: dancing lights

    1/day each: darkness, faerie fire

    Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

    Ettercap

    @@ -22281,7 +21839,7 @@

    Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

    Web Walker. The ettercap ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

    @@ -22319,7 +21877,7 @@

    Challenge 4 (1,100 XP)

    Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

    Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

    -
    Actions
    +
    Actions

    Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

    Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

    Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

    @@ -22357,7 +21915,7 @@

    Languages -

    Challenge 0 (10 XP)

    False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

    -
    Reactions
    +
    Reactions

    Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.

    Violet Fungus

    Medium plant, unaligned

    @@ -22391,7 +21949,7 @@

    Languages -

    Challenge 1/4 (50 XP)

    False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

    -
    Actions
    +
    Actions

    Multiattack. The fungus makes 1d4 Rotting Touch attacks.

    Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

    Monsters (G)

    @@ -22429,7 +21987,7 @@

    Languages Terran

    Challenge 2 (450 XP)

    False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

    -
    Actions
    +
    Actions

    Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

    @@ -22471,7 +22029,7 @@

    At will: detect evil and good, detect magic, thunderwave

    3/day each: create food and water (can create wine instead of water), tongues, wind walk

    1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

    -
    Actions
    +
    Actions

    Multiattack. The djinni makes three scimitar attacks.

    Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

    Create Whirlwind. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

    @@ -22513,7 +22071,7 @@

    At will: detect magic

    3/day each: enlarge/reduce, tongues

    1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

    -
    Actions
    +
    Actions

    Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

    Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.

    Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

    @@ -22552,7 +22110,7 @@

    Challenge 4 (1,100 XP)

    Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

    Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    -
    Actions
    +
    Actions

    Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.

    Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

    Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

    @@ -22594,7 +22152,7 @@

    Challenge 2 (450 XP)

    Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.

    Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Ghoul

    @@ -22629,7 +22187,7 @@

    Senses darkvision 60 ft., passive Perception 10

    Languages Common

    Challenge 1 (200 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.

    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Giants

    @@ -22670,7 +22228,7 @@

    At will: detect magic, fog cloud, light

    3/day each: feather fall, fly, misty step, telekinesis

    1/day each: control weather, gaseous form

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two morningstar attacks.

    Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.

    Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

    @@ -22707,7 +22265,7 @@

    Senses passive Perception 16

    Languages Giant

    Challenge 9 (5,000 XP)

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two greatsword attacks.

    Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.

    Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

    @@ -22744,7 +22302,7 @@

    Senses passive Perception 13

    Languages Giant

    Challenge 8 (3,900 XP)

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two greataxe attacks.

    Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage.

    Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

    @@ -22779,7 +22337,7 @@

    Senses passive Perception 12

    Languages Giant

    Challenge 5 (1,800 XP)

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two greatclub attacks.

    Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.

    @@ -22816,11 +22374,11 @@

    Languages Giant

    Challenge 7 (2,900 XP)

    Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two greatclub attacks.

    Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

    Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

    -
    Reactions
    +
    Reactions

    Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

    Storm Giant

    Huge giant, chaotic good

    @@ -22860,7 +22418,7 @@

    Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components

    At will: detect magic, feather fall, levitate, light

    3/day each: control weather, water breathing

    -
    Actions
    +
    Actions

    Multiattack. The giant makes two greatsword attacks.

    Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.

    Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.

    @@ -22898,7 +22456,7 @@

    Challenge 2 (450 XP)

    Aberrant Ground. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

    Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

    -
    Actions
    +
    Actions

    Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

    Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

    Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.

    @@ -22933,7 +22491,7 @@

    Languages Gnoll

    Challenge 1/2 (100 XP)

    Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.

    Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

    Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

    @@ -22973,7 +22531,7 @@

    Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components

    At will: nondetection (self only)

    1/day each: blindness/deafness, blur, disguise self

    -
    Actions
    +
    Actions

    War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

    Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Goblin

    @@ -23008,7 +22566,7 @@

    Languages Common, Goblin

    Challenge 1/4 (50 XP)

    Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

    -
    Actions
    +
    Actions

    Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

    Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Golems

    @@ -23049,7 +22607,7 @@

    Immutable Form. The golem is immune to any spell or effect that would alter its form.

    Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The golem’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The golem makes two slam attacks.

    Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

    Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

    @@ -23092,7 +22650,7 @@

    Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

    Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The golem’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The golem makes two slam attacks.

    Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

    Iron Golem

    @@ -23131,7 +22689,7 @@

    Immutable Form. The golem is immune to any spell or effect that would alter its form.

    Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The golem’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The golem makes two melee attacks.

    Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

    Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage.

    @@ -23171,7 +22729,7 @@

    Immutable Form. The golem is immune to any spell or effect that would alter its form.

    Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The golem’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The golem makes two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

    Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    @@ -23208,7 +22766,7 @@

    Languages -

    Challenge 5 (1,800 XP)

    Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

    -
    Actions
    +
    Actions

    Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage.

    Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.

    Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

    @@ -23244,7 +22802,7 @@

    Languages -

    Challenge 2 (450 XP)

    Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    -
    Actions
    +
    Actions

    Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

    Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    @@ -23280,7 +22838,7 @@

    Languages -

    Challenge 2 (450 XP)

    Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

    Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -23319,7 +22877,7 @@

    Blind Senses. The grimlock can’t use its blindsight while deafened and unable to smell.

    Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    -
    Actions
    +
    Actions

    Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.

    Monsters (H)

    Hags

    @@ -23358,7 +22916,7 @@

    Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components

    At will: dancing lights, minor illusion, vicious mockery

    Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

    -
    Actions
    +
    Actions

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

    The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

    @@ -23400,7 +22958,7 @@

    At will: detect magic, magic missile

    2/day each: plane shift (self only), ray of enfeeblement, sleep

    Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

    -
    Actions
    +
    Actions

    Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

    Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

    @@ -23438,7 +22996,7 @@

    Amphibious. The hag can breathe air and water.

    Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.

    Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

    -
    Actions
    +
    Actions

    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

    Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

    Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

    @@ -23549,7 +23107,7 @@

    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12

    Languages Common, Draconic

    Challenge 5 (1,800 XP)

    -
    Actions
    +
    Actions

    Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

    Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

    Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

    @@ -23585,7 +23143,7 @@

    Senses passive Perception 10

    Languages Common

    Challenge 1 (200 XP)

    -
    Actions
    +
    Actions

    Multiattack. The harpy makes two attacks: one with its claws and one with its club.

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

    Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

    @@ -23626,7 +23184,7 @@

    Challenge 3 (700 XP)

    Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.

    Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

    Hippogriff

    @@ -23661,7 +23219,7 @@

    Languages -

    Challenge 1 (200 XP)

    Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

    @@ -23696,7 +23254,7 @@

    Languages Common, Goblin

    Challenge 1/2 (100 XP)

    Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

    -
    Actions
    +
    Actions

    Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.

    Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

    Homunculus

    @@ -23732,7 +23290,7 @@

    Languages understands the languages of its creator but can’t speak

    Challenge 0 (10 XP)

    Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

    Hydra

    Huge monstrosity, unaligned

    @@ -23771,7 +23329,7 @@

    At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

    Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

    Wakeful. While the hydra sleeps, at least one of its heads is awake.

    -
    Actions
    +
    Actions

    Multiattack. The hydra makes as many bite attacks as it has heads.

    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

    Monsters (I)

    @@ -23811,7 +23369,7 @@

    Challenge 6 (2,300 XP)

    Invisibility. The stalker is invisible.

    Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

    -
    Actions
    +
    Actions

    Multiattack. The stalker makes two slam attacks.

    Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

    Monsters (K)

    @@ -23847,7 +23405,7 @@

    Challenge 1/8 (25 XP)

    Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

    Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

    Kraken

    @@ -23886,14 +23444,14 @@

    Amphibious. The kraken can breathe air and water.

    Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

    Siege Monster. The kraken deals double damage to objects and structures.

    -
    Actions
    +
    Actions

    Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

    Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns.

    If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

    Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

    Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

    Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

    -
    Legendary Actions
    +
    Legendary Actions

    The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.

    Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

    Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

    @@ -23934,7 +23492,7 @@

    At will: disguise self (any humanoid form), major image

    3/day each: charm person, mirror image, scrying, suggestion

    1/day: geas

    -
    Actions
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    Actions

    Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.

    Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

    @@ -23979,9 +23537,9 @@

    Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

    Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill

    Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

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    Actions
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    Actions

    Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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    Legendary Actions
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    Legendary Actions

    The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.

    Cantrip. The lich casts a cantrip.

    Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

    @@ -24019,7 +23577,7 @@

    Languages Draconic

    Challenge 1/2 (100 XP)

    Hold Breath. The lizardfolk can hold its breath for 15 minutes.

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    Actions
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    Actions

    Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

    @@ -24060,7 +23618,7 @@

    Challenge 5 (1,800 XP)

    Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

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    Actions
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    Actions

    Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

    Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

    Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    @@ -24100,7 +23658,7 @@

    Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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    Actions
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    Actions

    Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

    Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

    Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

    @@ -24138,7 +23696,7 @@

    Challenge 2 (450 XP)

    Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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    Actions
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    Actions

    Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

    Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

    Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    @@ -24178,7 +23736,7 @@

    Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

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    Actions
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    Actions

    Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

    Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

    Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

    @@ -24218,7 +23776,7 @@

    Challenge 3 (700 XP)

    Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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    Actions
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    Actions

    Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

    Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

    Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage.

    @@ -24258,7 +23816,7 @@

    Challenge 1/2 (100 XP)

    Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.

    Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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    Actions
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    Actions

    Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

    Manticore

    Large monstrosity, lawful evil

    @@ -24291,7 +23849,7 @@

    Languages Common

    Challenge 3 (700 XP)

    Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

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    Actions
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    Actions

    Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

    @@ -24330,7 +23888,7 @@

    Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

    If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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    Actions
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    Actions

    Multiattack. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.

    Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.

    Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    @@ -24372,7 +23930,7 @@

    Challenge 1/2 (100 XP)

    Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

    Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

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    Actions
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    Actions

    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.

    Blinding Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Ice Mephit

    @@ -24412,7 +23970,7 @@

    Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

    False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

    Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

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    Actions
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    Actions

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage.

    Frost Breath (Recharge 6). The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

    Magma Mephit

    @@ -24452,7 +24010,7 @@

    Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

    False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

    Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

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    Actions
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    Actions

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.

    Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

    Steam Mephit

    @@ -24489,7 +24047,7 @@

    Challenge 1/4 (50 XP)

    Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

    Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

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    Actions
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    Actions

    Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

    Steam Breath (Recharge 6). The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

    Merfolk

    @@ -24524,7 +24082,7 @@

    Languages Aquan, Common

    Challenge 1/8 (25 XP)

    Amphibious. The merfolk can breathe air and water.

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    Actions

    Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

    Merrow

    Large monstrosity, chaotic evil

    @@ -24557,7 +24115,7 @@

    Languages Abyssal, Aquan

    Challenge 2 (450 XP)

    Amphibious. The merrow can breathe air and water.

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    Actions
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    Actions

    Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.

    @@ -24599,7 +24157,7 @@

    Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

    Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

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    Actions
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    Actions

    Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

    Minotaur

    @@ -24636,7 +24194,7 @@

    Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

    Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

    Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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    Actions
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    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

    Mummies

    @@ -24675,7 +24233,7 @@

    Senses darkvision 60 ft., passive Perception 10

    Languages the languages it knew in life

    Challenge 3 (700 XP)

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    Actions

    Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

    Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

    Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

    @@ -24718,11 +24276,11 @@

    Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart.

    Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

    Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): contagion, insect plague 6th level (1 slot): harm

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    Actions

    Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

    Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

    Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

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    Legendary Actions
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    Legendary Actions

    The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn.

    Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

    Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.

    @@ -24768,7 +24326,7 @@

    Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

    Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

    Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas 6th level (1 slot): true seeing

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    Actions
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    Actions

    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

    Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

    Spirit Naga

    @@ -24806,7 +24364,7 @@

    Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

    Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

    Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person

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    Actions
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    Actions

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

    Nightmare

    Large fiend, neutral evil

    @@ -24841,7 +24399,7 @@

    Challenge 3 (700 XP)

    Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

    Illumination. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.

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    Actions
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    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.

    Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

    Monsters (O)

    @@ -24875,7 +24433,7 @@

    Senses darkvision 60 ft., passive Perception 8

    Languages Common, Giant

    Challenge 2 (450 XP)

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    Actions
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    Actions

    Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

    Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

    Oni

    @@ -24915,7 +24473,7 @@

    1/day each: charm person, cone of cold, gaseous form, sleep

    Magic Weapons. The oni’s weapon attacks are magical.

    Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

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    Actions
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    Actions

    Multiattack. The oni makes two attacks, either with its claws or its glaive.

    Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

    Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.

    @@ -24957,9 +24515,9 @@

    Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

    The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

    Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    -
    Actions
    +
    Actions

    Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

    -
    Reactions
    +
    Reactions

    Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.

    Gelatinous Cube

    Large ooze, unaligned

    @@ -24997,7 +24555,7 @@

    A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

    The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

    Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.

    -
    Actions
    +
    Actions

    Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

    Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.

    On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

    @@ -25040,7 +24598,7 @@

    Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

    The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

    False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

    -
    Actions
    +
    Actions

    Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

    Ochre Jelly

    Large ooze, unaligned

    @@ -25077,9 +24635,9 @@

    Challenge 2 (450 XP)

    Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

    Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    -
    Actions
    +
    Actions

    Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.

    -
    Reactions
    +
    Reactions

    Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

    Orc

    Medium humanoid (orc), chaotic evil

    @@ -25113,7 +24671,7 @@

    Languages Common, Orc

    Challenge 1/2 (100 XP)

    Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

    -
    Actions
    +
    Actions

    Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

    Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

    Otyugh

    @@ -25148,7 +24706,7 @@

    Languages Otyugh

    Challenge 5 (1,800 XP)

    Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.

    -
    Actions
    +
    Actions

    Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

    Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

    @@ -25185,7 +24743,7 @@

    Languages -

    Challenge 3 (700 XP)

    Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

    -
    Actions
    +
    Actions

    Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

    Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage.

    Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

    @@ -25222,7 +24780,7 @@

    Senses passive Perception 16

    Languages understands Celestial, Common, Elvish, and Sylvan but can’t speak

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    Pseudodragon

    Tiny dragon, neutral good

    @@ -25258,7 +24816,7 @@

    Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

    Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

    Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

    Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

    Purple Worm

    @@ -25293,7 +24851,7 @@

    Languages -

    Challenge 15 (13,000 XP)

    Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.

    -
    Actions
    +
    Actions

    Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

    Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns.

    If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

    @@ -25337,7 +24895,7 @@

    At will: detect thoughts, disguise self, mage hand, minor illusion

    3/day each: charm person, detect magic, invisibility, major image, suggestion

    1/day each: dominate person, fly, plane shift, true seeing

    -
    Actions
    +
    Actions

    Multiattack. The rakshasa makes two claw attacks.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

    Remorhaz

    @@ -25372,7 +24930,7 @@

    Languages -

    Challenge 11 (7,200 XP)

    Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target.

    Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns.

    If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

    @@ -25409,7 +24967,7 @@

    Languages -

    Challenge 11 (7,200 XP)

    Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The roc makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage.

    Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target.

    @@ -25447,7 +25005,7 @@

    False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

    Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

    Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    -
    Actions
    +
    Actions

    Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage.

    Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.

    @@ -25484,7 +25042,7 @@

    Challenge 1/2 (100 XP)

    Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

    Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

    Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch.

    If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

    @@ -25523,7 +25081,7 @@

    Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

    Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

    Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

    -
    Actions
    +
    Actions

    Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

    @@ -25563,7 +25121,7 @@

    Challenge 5 (1,800 XP)

    Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

    Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

    -
    Actions
    +
    Actions

    Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

    Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

    Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

    @@ -25599,7 +25157,7 @@

    Languages Common, Elvish, Sylvan

    Challenge 1/2 (100 XP)

    Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

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    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage.

    Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

    Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

    @@ -25641,7 +25199,7 @@

    Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

    Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

    Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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    Actions
    +
    Actions

    Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

    If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

    Shambling Mound

    @@ -25679,7 +25237,7 @@

    Languages -

    Challenge 5 (1,800 XP)

    Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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    Actions
    +
    Actions

    Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

    Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

    Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

    @@ -25718,10 +25276,10 @@

    Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

    Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

    Spell Storing. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

    -
    Actions
    +
    Actions

    Multiattack. The guardian makes two fist attacks.

    Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    -
    Reactions
    +
    Reactions

    Shield. When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.

    Skeletons

    Skeleton

    @@ -25757,7 +25315,7 @@

    Senses darkvision 60 ft., passive Perception 9

    Languages understands all languages it knew in life but can’t speak

    Challenge 1/4 (50 XP)

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    Actions
    +
    Actions

    Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Minotaur Skeleton

    @@ -25794,7 +25352,7 @@

    Languages understands Abyssal but can’t speak

    Challenge 2 (450 XP)

    Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

    -
    Actions
    +
    Actions

    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

    Warhorse Skeleton

    @@ -25830,7 +25388,7 @@

    Senses darkvision 60 ft., passive Perception 9

    Languages -

    Challenge 1/2 (100 XP)

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    Specter

    Medium undead, chaotic evil

    @@ -25867,7 +25425,7 @@

    Challenge 1 (200 XP)

    Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Sphinxes

    Androsphinx

    @@ -25908,14 +25466,14 @@

    Magic Weapons. The sphinx’s weapon attacks are magical.

    Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

    Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth 3rd level (3 slots): dispel magic, tongues 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): heroes’ feast

    -
    Actions
    +
    Actions

    Multiattack. The sphinx makes two claw attacks.

    Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

    Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

    First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

    -
    Legendary Actions
    +
    Legendary Actions

    The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

    Claw Attack. The sphinx makes one claw attack.

    Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    @@ -25958,10 +25516,10 @@

    Magic Weapons. The sphinx’s weapon attacks are magical.

    Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

    Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

    -
    Actions
    +
    Actions

    Multiattack. The sphinx makes two claw attacks.

    Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    -
    Legendary Actions
    +
    Legendary Actions

    The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

    Claw Attack. The sphinx makes one claw attack.

    Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    @@ -25997,7 +25555,7 @@

    Senses passive Perception 13

    Languages Common, Elvish, Sylvan

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

    Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

    Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

    @@ -26032,7 +25590,7 @@

    Senses darkvision 60 ft., passive Perception 9

    Languages -

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4+3) hit points due to blood loss.

    The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

    Succubus/Incubus

    @@ -26069,7 +25627,7 @@

    Challenge 4 (1,100 XP)

    Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.

    Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    -
    Actions
    +
    Actions

    Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

    Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.

    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

    @@ -26114,7 +25672,7 @@

    Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.

    Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

    Siege Monster. The tarrasque deals double damage to objects and structures.

    -
    Actions
    +
    Actions

    Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

    Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.

    Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage.

    @@ -26123,7 +25681,7 @@

    Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.

    Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.

    If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

    -
    Legendary Actions
    +
    Legendary Actions

    The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.

    Attack. The tarrasque makes one claw attack or tail attack.

    Move. The tarrasque moves up to half its speed.

    @@ -26162,7 +25720,7 @@

    Challenge 9 (5,000 XP)

    False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

    Siege Monster. The treant deals double damage to objects and structures.

    -
    Actions
    +
    Actions

    Multiattack. The treant makes two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.

    Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

    @@ -26200,7 +25758,7 @@

    Challenge 5 (1,800 XP)

    Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

    Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

    -
    Actions
    +
    Actions

    Multiattack. The troll makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -26243,13 +25801,13 @@

    1/day each: calm emotions, dispel evil and good, entangle

    Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The unicorn’s weapon attacks are magical.

    -
    Actions
    +
    Actions

    Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

    Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

    Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

    Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

    -
    Legendary Actions
    +
    Legendary Actions

    The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.

    Hooves. The unicorn makes one attack with its hooves.

    Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.

    @@ -26302,14 +25860,14 @@

    Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

    Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

    Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    -
    Actions
    +
    Actions

    Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

    Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

    Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

    Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

    Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

    Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

    -
    Legendary Actions
    +
    Legendary Actions

    The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

    Move. The vampire moves up to its speed without provoking opportunity attacks.

    Unarmed Strike. The vampire makes one unarmed strike.

    @@ -26354,7 +25912,7 @@

    Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

    Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

    Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    -
    Actions
    +
    Actions

    Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    @@ -26394,7 +25952,7 @@

    Languages the languages it knew in life

    Challenge 3 (700 XP)

    Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

    Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

    @@ -26437,7 +25995,7 @@

    Ephemeral. The will-o’-wisp can’t wear or carry anything.

    Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.

    -
    Actions
    +
    Actions

    Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

    Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

    Wraith

    @@ -26475,7 +26033,7 @@

    Challenge 5 (1,800 XP)

    Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.

    Wyvern

    @@ -26509,7 +26067,7 @@

    Senses darkvision 60 ft., passive Perception 14

    Languages -

    Challenge 6 (2,300 XP)

    -
    Actions
    +
    Actions

    Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.

    Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

    @@ -26550,7 +26108,7 @@

    Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.

    Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

    -
    Actions
    +
    Actions

    Multiattack. The xorn makes three claw attacks and one bite attack.

    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage.

    @@ -26590,7 +26148,7 @@

    Languages understands the languages it knew in life but can’t speak

    Challenge 1/4 (50 XP)

    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    -
    Actions
    +
    Actions

    Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

    Ogre Zombie

    Large undead, neutral evil

    @@ -26626,9 +26184,9 @@

    Languages understands Common and Giant but can’t speak

    Challenge 2 (450 XP)

    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    -
    Actions
    +
    Actions

    Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

    -

    Miscellaneous Creatures

    +

    ‘Miscellaneous Creatures’

    This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.

    Creatures (A-C)

    Ape

    @@ -26662,7 +26220,7 @@

    Senses passive Perception 13

    Languages -

    Challenge 1/2 (100 XP)

    -
    Actions
    +
    Actions

    Multiattack. The ape makes two fist attacks.

    Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

    Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

    @@ -26699,7 +26257,7 @@

    Languages one language known by its creator

    Challenge 0 (10 XP)

    False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

    -
    Actions
    +
    Actions

    Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) slashing damage.

    An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.

    Awakened Tree

    @@ -26735,7 +26293,7 @@

    Languages one language known by its creator

    Challenge 2 (450 XP)

    False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

    -
    Actions
    +
    Actions

    Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

    An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.

    Axe Beak

    @@ -26768,7 +26326,7 @@

    Senses passive Perception 10

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

    An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

    Baboon

    @@ -26802,7 +26360,7 @@

    Languages -

    Challenge 0 (10 XP)

    Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

    Badger

    Tiny beast, unaligned

    @@ -26835,7 +26393,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Bat

    Tiny beast, unaligned

    @@ -26869,7 +26427,7 @@

    Challenge 0 (10 XP)

    Echolocation. The bat can’t use its blindsight while deafened.

    Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

    Black Bear

    Medium beast, unaligned

    @@ -26903,7 +26461,7 @@

    Languages -

    Challenge 1/2 (100 XP)

    Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Multiattack. The bear makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

    @@ -26939,7 +26497,7 @@

    Languages Blink Dog, understands Sylvan but can’t speak it

    Challenge 1/4 (50 XP)

    Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

    Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

    A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.

    @@ -26976,7 +26534,7 @@

    Challenge 1/8 (25 XP)

    Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

    Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

    Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

    Boar

    @@ -27011,7 +26569,7 @@

    Challenge 1/4 (50 XP)

    Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    -
    Actions
    +
    Actions

    Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

    Brown Bear

    Large beast, unaligned

    @@ -27045,7 +26603,7 @@

    Languages -

    Challenge 1 (200 XP)

    Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Multiattack. The bear makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

    @@ -27079,7 +26637,7 @@

    Senses passive Perception 9

    Languages -

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

    Cat

    Tiny beast, unaligned

    @@ -27113,7 +26671,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

    Constrictor Snake

    Large beast, unaligned

    @@ -27145,7 +26703,7 @@

    Senses blindsight 10 ft., passive Perception 10

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

    Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

    Crab

    @@ -27180,7 +26738,7 @@

    Languages -

    Challenge 0 (10 XP)

    Amphibious. The crab can breathe air and water.

    -
    Actions
    +
    Actions

    Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

    Crocodile

    Large beast, unaligned

    @@ -27214,7 +26772,7 @@

    Languages -

    Challenge 1/2 (100 XP)

    Hold Breath. The crocodile can hold its breath for 15 minutes.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

    Creatures (D-F)

    Death Dog

    @@ -27249,7 +26807,7 @@

    Languages -

    Challenge 1 (200 XP)

    Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

    -
    Actions
    +
    Actions

    Multiattack. The dog makes two bite attacks.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

    A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.

    @@ -27283,7 +26841,7 @@

    Senses passive Perception 12

    Languages -

    Challenge 0 (10 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

    Dire Wolf

    Large beast, unaligned

    @@ -27318,7 +26876,7 @@

    Challenge 1 (200 XP)

    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Draft Horse

    Large beast, unaligned

    @@ -27350,7 +26908,7 @@

    Senses passive Perception 10

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

    Eagle

    Small beast, unaligned

    @@ -27384,7 +26942,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

    Elephant

    Huge beast, unaligned

    @@ -27417,7 +26975,7 @@

    Languages -

    Challenge 4 (1,100 XP)

    Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

    Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

    Elk

    @@ -27451,7 +27009,7 @@

    Languages -

    Challenge 1/4 (50 XP)

    Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    -
    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.

    Flying Snake

    @@ -27485,7 +27043,7 @@

    Languages -

    Challenge 1/8 (25 XP)

    Flyby. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

    A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

    Frog

    @@ -27554,7 +27112,7 @@

    Senses passive Perception 14

    Languages -

    Challenge 7 (2,900 XP)

    -
    Actions
    +
    Actions

    Multiattack. The ape makes two fist attacks.

    Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

    Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.

    @@ -27589,7 +27147,7 @@

    Languages -

    Challenge 1/4 (50 XP)

    Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Multiattack. The badger 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: 4 (1d6+1) piercing damage.

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

    @@ -27625,7 +27183,7 @@

    Challenge 1/4 (50 XP)

    Echolocation. The bat can’t use its blindsight while deafened.

    Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

    Giant Boar

    Large beast, unaligned

    @@ -27659,7 +27217,7 @@

    Challenge 2 (450 XP)

    Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    -
    Actions
    +
    Actions

    Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

    Giant Centipede

    Small beast, unaligned

    @@ -27691,7 +27249,7 @@

    Senses blindsight 30 ft., passive Perception 8

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

    Giant Constrictor Snake

    Huge beast, unaligned

    @@ -27724,7 +27282,7 @@

    Senses blindsight 10 ft., passive Perception 12

    Languages -

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

    Giant Crab

    @@ -27759,7 +27317,7 @@

    Languages -

    Challenge 1/8 (25 XP)

    Amphibious. The crab can breathe air and water.

    -
    Actions
    +
    Actions

    Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

    Giant Crocodile

    Huge beast, unaligned

    @@ -27792,7 +27350,7 @@

    Languages -

    Challenge 5 (1,800 XP)

    Hold Breath. The crocodile can hold its breath for 30 minutes.

    -
    Actions
    +
    Actions

    Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

    Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

    @@ -27828,7 +27386,7 @@

    Languages Giant Eagle, understands Common and Auran but can’t speak them

    Challenge 1 (200 XP)

    Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

    Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

    @@ -27865,7 +27423,7 @@

    Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them

    Challenge 2 (450 XP)

    Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

    -
    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage.

    The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

    @@ -27900,7 +27458,7 @@

    Languages -

    Challenge 0 (10 XP)

    Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) slashing damage.

    A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

    Giant Frog

    @@ -27936,7 +27494,7 @@

    Challenge 1/4 (50 XP)

    Amphibious. The frog can breathe air and water.

    Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target.

    Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time.

    If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

    @@ -27972,7 +27530,7 @@

    Challenge 1/2 (100 XP)

    Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

    -
    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

    Giant Hyena

    Large beast, unaligned

    @@ -28006,7 +27564,7 @@

    Languages -

    Challenge 1 (200 XP)

    Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

    Giant Lizard

    Large beast, unaligned

    @@ -28038,7 +27596,7 @@

    Senses darkvision 30 ft., passive Perception 10

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

    A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

    Giant Octopus

    @@ -28075,7 +27633,7 @@

    Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

    Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

    Water Breathing. The octopus can breathe only underwater.

    -
    Actions
    +
    Actions

    Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.

    Ink Cloud (Recharges after a Short or Long Rest). A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

    Giant Owl

    @@ -28111,7 +27669,7 @@

    Challenge 1/4 (50 XP)

    Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

    Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

    -
    Actions
    +
    Actions

    Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.

    Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

    Giant Poisonous Snake

    @@ -28145,7 +27703,7 @@

    Senses blindsight 10 ft., passive Perception 12

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

    Giant Rat

    Small beast, unaligned

    @@ -28179,7 +27737,7 @@

    Challenge 1/8 (25 XP)

    Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

    Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

    Variant: Diseased Giant Rats

    @@ -28216,7 +27774,7 @@

    Senses blindsight 60 ft., passive Perception 9

    Languages -

    Challenge 3 (700 XP)

    -
    Actions
    +
    Actions

    Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

    Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

    @@ -28252,7 +27810,7 @@

    Challenge 1/2 (100 XP)

    Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Water Breathing. The sea horse can breathe only underwater.

    -
    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

    Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

    Giant Shark

    @@ -28288,7 +27846,7 @@

    Challenge 5 (1,800 XP)

    Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

    Water Breathing. The shark can breathe only underwater.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.

    A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

    Giant Spider

    @@ -28325,7 +27883,7 @@

    Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

    Web Walker. The spider ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

    Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

    To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

    @@ -28361,7 +27919,7 @@

    Challenge 1 (200 XP)

    Amphibious. The toad can breathe air and water.

    Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.

    Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.

    If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

    @@ -28398,7 +27956,7 @@

    Challenge 1 (200 XP)

    Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

    Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

    Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

    @@ -28433,7 +27991,7 @@

    Senses passive Perception 10

    Languages -

    Challenge 1/2 (100 XP)

    -
    Actions
    +
    Actions

    Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

    Giant Weasel

    Medium beast, unaligned

    @@ -28467,7 +28025,7 @@

    Languages -

    Challenge 1/8 (25 XP)

    Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

    Giant Wolf Spider

    Medium beast, unaligned

    @@ -28503,7 +28061,7 @@

    Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

    Web Walker. The spider ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

    Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

    Goat

    @@ -28538,7 +28096,7 @@

    Challenge 0 (10 XP)

    Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

    Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

    -
    Actions
    +
    Actions

    Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

    Hawk

    Tiny beast, unaligned

    @@ -28572,7 +28130,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

    -
    Actions
    +
    Actions

    Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

    Hunter Shark

    Large beast, unaligned

    @@ -28607,7 +28165,7 @@

    Challenge 2 (450 XP)

    Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

    Water Breathing. The shark can breathe only underwater.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

    Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

    Hyena

    @@ -28642,7 +28200,7 @@

    Languages -

    Challenge 0 (10 XP)

    Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

    Creatures (J-L)

    Jackal

    @@ -28678,7 +28236,7 @@

    Challenge 0 (10 XP)

    Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

    Killer Whale

    Huge beast, unaligned

    @@ -28714,7 +28272,7 @@

    Echolocation. The whale can’t use its blindsight while deafened.

    Hold Breath. The whale can hold its breath for 30 minutes.

    Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.

    Lion

    Large beast, unaligned

    @@ -28751,7 +28309,7 @@

    Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

    Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

    Lizard

    @@ -28784,7 +28342,7 @@

    Senses darkvision 30 ft., passive Perception 9

    Languages -

    Challenge 0 (10 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Creatures (M-O)

    Mammoth

    @@ -28818,7 +28376,7 @@

    Languages -

    Challenge 6 (2,300 XP)

    Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.

    Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.

    A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

    @@ -28854,7 +28412,7 @@

    Languages -

    Challenge 1/8 (25 XP)

    Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

    Mule

    @@ -28889,7 +28447,7 @@

    Challenge 1/8 (25 XP)

    Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

    Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

    Octopus

    Small beast, unaligned

    @@ -28925,7 +28483,7 @@

    Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

    Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

    Water Breathing. The octopus can breathe only underwater.

    -
    Actions
    +
    Actions

    Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.

    Ink Cloud (Recharges after a Short or Long Rest). A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

    Owl

    @@ -28961,7 +28519,7 @@

    Challenge 0 (10 XP)

    Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

    Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

    -
    Actions
    +
    Actions

    Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

    Creatures (P-R)

    Panther

    @@ -28997,7 +28555,7 @@

    Challenge 1/4 (50 XP)

    Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

    Phase Spider

    @@ -29034,7 +28592,7 @@

    Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

    Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Walker. The spider ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

    A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

    Poisonous Snake

    @@ -29067,7 +28625,7 @@

    Senses blindsight 10 ft., passive Perception 10

    Languages -

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

    Polar Bear

    Large beast, unaligned

    @@ -29101,7 +28659,7 @@

    Languages -

    Challenge 2 (450 XP)

    Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Multiattack. The bear makes two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

    Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

    @@ -29135,7 +28693,7 @@

    Senses passive Perception 10

    Languages -

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

    Quipper

    Tiny beast, unaligned

    @@ -29169,7 +28727,7 @@

    Challenge 0 (10 XP)

    Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

    Water Breathing. The quipper can breathe only underwater.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

    Rat

    @@ -29203,7 +28761,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Raven

    Tiny beast, unaligned

    @@ -29237,7 +28795,7 @@

    Languages -

    Challenge 0 (10 XP)

    Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

    -
    Actions
    +
    Actions

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Reef Shark

    Medium beast, unaligned

    @@ -29272,7 +28830,7 @@

    Challenge 1/2 (100 XP)

    Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Water Breathing. The shark can breathe only underwater.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

    Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

    Rhinoceros

    @@ -29306,7 +28864,7 @@

    Languages -

    Challenge 2 (450 XP)

    Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

    -
    Actions
    +
    Actions

    Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

    Riding Horse

    Large beast, unaligned

    @@ -29338,7 +28896,7 @@

    Senses passive Perception 10

    Languages -

    Challenge 1/4 (50 XP)

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

    Creatures (S-U)

    Saber-Toothed Tiger

    @@ -29374,7 +28932,7 @@

    Challenge 2 (450 XP)

    Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

    Scorpion

    @@ -29407,7 +28965,7 @@

    Senses blindsight 10 ft., passive Perception 9

    Languages -

    Challenge 0 (10 XP)

    -
    Actions
    +
    Actions

    Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

    Sea Horse

    Tiny beast, unaligned

    @@ -29474,7 +29032,7 @@

    Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

    Web Walker. The spider ignores movement restrictions caused by webbing.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

    Swarm of Bats

    Medium swarm of Tiny beasts, unaligned

    @@ -29511,7 +29069,7 @@

    Echolocation. The swarm can’t use its blindsight while deafened.

    Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

    -
    Actions
    +
    Actions

    Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

    Swarm of Insects

    Medium swarm of Tiny beasts, unaligned

    @@ -29546,7 +29104,7 @@

    Languages -

    Challenge 1/2 (100 XP)

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

    -
    Actions
    +
    Actions

    Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

    Variant: Insect Swarms

    @@ -29592,7 +29150,7 @@

    Languages -

    Challenge 2 (450 XP)

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.

    -
    Actions
    +
    Actions

    Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

    Swarm of Quippers

    Medium swarm of Tiny beasts, unaligned

    @@ -29629,7 +29187,7 @@

    Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.

    Water Breathing. The swarm can breathe only underwater.

    -
    Actions
    +
    Actions

    Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

    Swarm of Rats

    Medium swarm of Tiny beasts, unaligned

    @@ -29665,7 +29223,7 @@

    Challenge 1/4 (50 XP)

    Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.

    -
    Actions
    +
    Actions

    Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

    Swarm of Ravens

    Medium swarm of Tiny beasts, unaligned

    @@ -29701,7 +29259,7 @@

    Languages -

    Challenge 1/4 (50 XP)

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.

    -
    Actions
    +
    Actions

    Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

    Tiger

    Large beast, unaligned

    @@ -29736,7 +29294,7 @@

    Challenge 1 (200 XP)

    Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

    Creatures (V-Z)

    @@ -29773,7 +29331,7 @@

    Challenge 0 (10 XP)

    Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

    Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

    Warhorse

    Large beast, unaligned

    @@ -29806,7 +29364,7 @@

    Languages -

    Challenge 1/2 (100 XP)

    Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

    -
    Actions
    +
    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

    Weasel

    Tiny beast, unaligned

    @@ -29840,7 +29398,7 @@

    Languages -

    Challenge 0 (10 XP)

    Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Winter Wolf

    Large monstrosity, neutral evil

    @@ -29877,7 +29435,7 @@

    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

    Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

    The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

    @@ -29914,7 +29472,7 @@

    Challenge 1/4 (50 XP)

    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Worg

    Large monstrosity, neutral evil

    @@ -29948,10 +29506,10 @@

    Languages Goblin, Worg

    Challenge 1/2 (100 XP)

    Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    -
    Actions
    +
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

    -

    Non-Player Characters

    +

    ‘Non-Player Characters’

    This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.

    Customizing NPCs

    There are many easy ways to customize the NPCs in this appendix for your home campaign.

    @@ -29959,7 +29517,7 @@

    Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating.

    Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.

    Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.

    -

    Acolyte

    +

    Acolyte

    Medium humanoid (any race), any alignment

    Armor Class 10

    Hit Points 9 (2d8)

    @@ -29992,10 +29550,10 @@

    Challenge 1/4 (50 XP)

    Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

    Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary

    -
    Actions
    +
    Actions

    Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

    Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

    -

    Archmage

    +

    Archmage

    Medium humanoid (any race), any alignment

    Armor Class 12 (15 with mage armor)

    Hit Points 99 (18d8 + 18)

    @@ -30031,11 +29589,11 @@

    Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

    Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

    Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): *mind blank** 9th level (1 slot): time stop * The archmage casts these spells on itself before combat.

    -
    Actions
    +
    Actions

    Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

    Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

    An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.

    -

    Assassin

    +

    Assassin

    Medium humanoid (any race), any non-good alignment

    Armor Class 15 (studded leather)

    Hit Points 78 (12d8 + 24)

    @@ -30071,12 +29629,12 @@

    Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

    Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

    -
    Actions
    +
    Actions

    Multiattack. The assassin makes two shortsword attacks.

    Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

    Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

    Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

    -

    Bandit

    +

    Bandit

    Medium humanoid (any race), any non-lawful alignment

    Armor Class 12 (leather armor)

    Hit Points 11 (2d8 + 2)

    @@ -30106,12 +29664,12 @@

    Senses passive Perception 10

    Languages any one language (usually Common)

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

    Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

    Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

    Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

    -

    Bandit Captain

    +

    Bandit Captain

    Medium humanoid (any race), any non-lawful alignment

    Armor Class 15 (studded leather)

    Hit Points 65 (10d8 + 20)

    @@ -30143,16 +29701,16 @@

    Senses passive Perception 10

    Languages any two languages

    Challenge 2 (450 XP)

    -
    Actions
    +
    Actions

    Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

    Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

    Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

    -
    Reactions
    +
    Reactions

    Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

    It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

    In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

    More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.

    -

    Berserker

    +

    Berserker

    Medium humanoid (any race), any chaotic alignment

    Armor Class 13 (hide armor)

    Hit Points 67 (9d8 + 27)

    @@ -30183,10 +29741,10 @@

    Languages any one language (usually Common)

    Challenge 2 (450 XP)

    Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

    -
    Actions
    +
    Actions

    Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

    Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

    -

    Commoner

    +

    Commoner

    Medium humanoid (any race), any alignment

    Armor Class 10

    Hit Points 4 (1d8)

    @@ -30216,10 +29774,10 @@

    Senses passive Perception 10

    Languages any one language (usually Common)

    Challenge 0 (10 XP)

    -
    Actions
    +
    Actions

    Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

    Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

    -

    Cultist

    +

    Cultist

    Medium humanoid (any race), any non-good alignment

    Armor Class 12 (leather armor)

    Hit Points 9 (2d8)

    @@ -30251,10 +29809,10 @@

    Languages any one language (usually Common)

    Challenge 1/8 (25 XP)

    Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

    -
    Actions
    +
    Actions

    Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

    Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

    -

    Cult Fanatic

    +

    Cult Fanatic

    Medium humanoid (any race), any non-good alignment

    Armor Class 13 (leather armor)

    Hit Points 33 (6d8 + 6)

    @@ -30288,11 +29846,11 @@

    Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

    Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

    Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon

    -
    Actions
    +
    Actions

    Multiattack. The fanatic makes two melee attacks.

    Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

    Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

    -

    Druid

    +

    Druid

    Medium humanoid (any race), any alignment

    Armor Class 11 (16 with barkskin)

    Hit Points 27 (5d8 + 5)

    @@ -30325,10 +29883,10 @@

    Challenge 2 (450 XP)

    Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

    Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin

    -
    Actions
    +
    Actions

    Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

    Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

    -

    Gladiator

    +

    Gladiator

    Medium humanoid (any race), any alignment

    Armor Class 16 (studded leather, shield)

    Hit Points 112 (15d8 + 45)

    @@ -30362,14 +29920,14 @@

    Challenge 5 (1,800 XP)

    Brave. The gladiator has advantage on saving throws against being frightened.

    Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

    -
    Actions
    +
    Actions

    Multiattack. The gladiator makes three melee attacks or two ranged attacks.

    Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

    Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

    -
    Reactions
    +
    Reactions

    Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

    Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

    -

    Guard

    +

    Guard

    Medium humanoid (any race), any alignment

    Armor Class 16 (chain shirt, shield)

    Hit Points 11 (2d8 + 2)

    @@ -30400,10 +29958,10 @@

    Senses passive Perception 12

    Languages any one language (usually Common)

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

    Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

    -

    Knight

    +

    Knight

    Medium humanoid (any race), any alignment

    Armor Class 18 (plate)

    Hit Points 52 (8d8 + 16)

    @@ -30435,15 +29993,15 @@

    Languages any one language (usually Common)

    Challenge 3 (700 XP)

    Brave. The knight has advantage on saving throws against being frightened.

    -
    Actions
    +
    Actions

    Multiattack. The knight makes two melee attacks.

    Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

    Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

    Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

    -
    Reactions
    +
    Reactions

    Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

    Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

    -

    Mage

    +

    Mage

    Medium humanoid (any race), any alignment

    Armor Class 12 (15 with mage armor)

    Hit Points 40 (9d8)

    @@ -30477,10 +30035,10 @@

    Challenge 6 (2,300 XP)

    Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

    Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold

    -
    Actions
    +
    Actions

    Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 1) piercing damage.

    Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

    -

    Noble

    +

    Noble

    Medium humanoid (any race), any alignment

    Armor Class 15 (breastplate)

    Hit Points 9 (2d8)

    @@ -30511,13 +30069,13 @@

    Senses passive Perception 12

    Languages any two languages

    Challenge 1/8 (25 XP)

    -
    Actions
    +
    Actions

    Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

    -
    Reactions
    +
    Reactions

    Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

    Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

    The noble’s statistics can also be used to represent courtiers who aren’t of noble birth.

    -

    Priest

    +

    Priest

    Medium humanoid (any race), any alignment

    Armor Class 13 (chain shirt)

    Hit Points 27 (5d8 + 5)

    @@ -30551,11 +30109,11 @@

    Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

    Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

    Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians

    -
    Actions
    +
    Actions

    Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

    Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

    A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

    -

    Scout

    +

    Scout

    Medium humanoid (any race), any alignment

    Armor Class 13 (leather armor)

    Hit Points 16 (3d8 + 3)

    @@ -30587,12 +30145,12 @@

    Languages any one language (usually Common)

    Challenge 1/2 (100 XP)

    Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

    -
    Actions
    +
    Actions

    Multiattack. The scout makes two melee attacks or two ranged attacks.

    Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

    Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

    -

    Spy

    +

    Spy

    Medium humanoid (any race), any alignment

    Armor Class 12

    Hit Points 27 (6d8)

    @@ -30625,12 +30183,12 @@

    Challenge 1 (200 XP)

    Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

    Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

    -
    Actions
    +
    Actions

    Multiattack. The spy makes two melee attacks.

    Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

    -

    Thug

    +

    Thug

    Medium humanoid (any race), any non-good alignment

    Armor Class 11 (leather armor)

    Hit Points 32 (5d8 + 10)

    @@ -30662,12 +30220,12 @@

    Languages any one language (usually Common)

    Challenge 1/2 (100 XP)

    Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Multiattack. The thug makes two melee attacks.

    Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

    Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

    Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

    -

    Tribal Warrior

    +

    Tribal Warrior

    Medium humanoid (any race), any alignment

    Armor Class 12 (hide armor)

    Hit Points 11 (2d8 + 2)

    @@ -30698,10 +30256,10 @@

    Languages any one language

    Challenge 1/8 (25 XP)

    Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    -
    Actions
    +
    Actions

    Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

    Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

    -

    Veteran

    +

    Veteran

    Medium humanoid (any race), any alignment

    Armor Class 17 (splint)

    Hit Points 58 (9d8 + 18)

    @@ -30732,41 +30290,11 @@

    Senses passive Perception 12

    Languages any one language (usually Common)

    Challenge 3 (700 XP)

    -
    Actions
    +
    Actions

    Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

    Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

    Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

    Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

    Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

    -

    Legal Information

    -

    Licensing

    -

    Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a.

    -

    This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.

    -

    The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.

    -

    The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.

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    All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.

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    The terms of the Open Gaming License Version 1.0a are as follows:

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    OPEN GAME LICENSE Version 1.0a

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    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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    3. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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    29. COPYRIGHT NOTICE.

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    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

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    System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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    END OF LICENSE

    diff --git a/downloads/icml/D&D 5E SRD Full Compile-v0.4.1.icml b/downloads/icml/D&D 5E SRD Full Compile-v0.4.1.icml index 1b6fa5e..e3b6981 100644 --- a/downloads/icml/D&D 5E SRD Full Compile-v0.4.1.icml +++ b/downloads/icml/D&D 5E SRD Full Compile-v0.4.1.icml @@ -60,12 +60,7 @@ - - - $ID/NormalParagraphStyle - - - + $ID/NormalParagraphStyle @@ -167,16 +162,6 @@ $ID/NormalParagraphStyle - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - $ID/NormalParagraphStyle @@ -12438,7 +12423,7 @@
    - + Improved Critical @@ -12450,7 +12435,7 @@
    - + Remarkable Athlete @@ -12468,7 +12453,7 @@
    - + Additional Fighting Style @@ -12480,7 +12465,7 @@
    - + Superior Critical @@ -12492,7 +12477,7 @@
    - + Survivor @@ -13952,7 +13937,7 @@
    - + Open Hand Technique @@ -13982,7 +13967,7 @@
    - + Wholeness of Body @@ -13994,7 +13979,7 @@
    - + Tranquility @@ -14012,7 +13997,7 @@
    - + Quivering Palm @@ -15817,7 +15802,7 @@
    - + Tenets of Devotion @@ -15874,7 +15859,7 @@
    - + Oath Spells @@ -15987,7 +15972,7 @@
    - + Channel Divinity @@ -16029,7 +16014,7 @@
    - + Aura of Devotion @@ -16065,7 +16050,7 @@
    - + Holy Nimbus @@ -18062,7 +18047,7 @@
    - + Hunter’s Prey @@ -18101,7 +18086,7 @@
    - + Defensive Tactics @@ -18140,7 +18125,7 @@
    - + Multiattack @@ -18170,7 +18155,7 @@
    - + Superior Hunter’s Defense @@ -19222,7 +19207,7 @@
    - + Fast Hands @@ -19234,7 +19219,7 @@
    - + Second-Story Work @@ -19252,7 +19237,7 @@
    - + Supreme Sneak @@ -19264,7 +19249,7 @@
    - + Use Magic Device @@ -19276,7 +19261,7 @@
    - + Thief’s Reflexes @@ -22226,7 +22211,7 @@
    - + Dragon Ancestor @@ -22415,7 +22400,7 @@
    - + Draconic Resilience @@ -22433,7 +22418,7 @@
    - + Elemental Affinity @@ -22445,7 +22430,7 @@
    - + Dragon Wings @@ -22463,7 +22448,7 @@
    - + Draconic Presence @@ -24832,7 +24817,7 @@
    - + Expanded Spell List @@ -24945,7 +24930,7 @@
    - + Dark One’s Blessing @@ -24957,7 +24942,7 @@
    - + Dark One’s Own Luck @@ -24975,7 +24960,7 @@
    - + Fiendish Resilience @@ -24987,7 +24972,7 @@
    - + Hurl Through Hell @@ -27443,7 +27428,7 @@
    - + Evocation Savant @@ -27455,7 +27440,7 @@
    - + Sculpt Spells @@ -27467,7 +27452,7 @@
    - + Potent Cantrip @@ -27479,7 +27464,7 @@
    - + Empowered Evocation @@ -27491,7 +27476,7 @@
    - + Overchannel @@ -27572,7 +27557,7 @@
    - + Multiclassing @@ -27596,7 +27581,7 @@
    - + Prerequisites @@ -27807,7 +27792,7 @@
    - + Experience Points @@ -27819,7 +27804,7 @@
    - + Hit Points and Hit Dice @@ -27837,7 +27822,7 @@
    - + Proficiency Bonus @@ -27849,7 +27834,7 @@
    - + Proficiencies @@ -28060,7 +28045,7 @@
    - + Class Features @@ -28072,7 +28057,7 @@
    - + Channel Divinity @@ -28084,7 +28069,7 @@
    - + Extra Attack @@ -28096,7 +28081,7 @@
    - + Unarmored Defense @@ -28108,7 +28093,7 @@
    - + Spellcasting @@ -29748,7 +29733,7 @@
    - + Alignment @@ -29847,7 +29832,7 @@
    - + Alignment in the Multiverse @@ -29883,7 +29868,7 @@
    - + Languages @@ -30531,14 +30516,20 @@ Skill Proficiencies: - Insight, Religion + Insight, Religion + +
    + Languages: - Two of your choice + Two of your choice + +
    + Equipment: @@ -40167,7 +40158,7 @@
    - + Advantage and Disadvantage @@ -40209,7 +40200,7 @@
    - + Proficiency Bonus @@ -40245,7 +40236,7 @@
    - + Ability Checks @@ -40390,7 +40381,7 @@
    - + Contests @@ -40414,7 +40405,7 @@
    - + Skills @@ -40647,7 +40638,7 @@
    - + Variant: Skills with Different Abilities @@ -40659,7 +40650,7 @@
    - + Passive Checks @@ -40713,7 +40704,7 @@
    - + Working Together @@ -40731,7 +40722,7 @@
    - + Group Checks @@ -41559,7 +41550,7 @@
    - + Saving Throws @@ -41607,13 +41598,7 @@
    - - - Adventuring - - -
    - + Time @@ -41673,7 +41658,7 @@
    - + Movement @@ -41706,7 +41691,7 @@
    - + Speed @@ -41724,7 +41709,7 @@
    - + Travel Pace @@ -41950,7 +41935,7 @@
    - + Difficult Terrain @@ -41968,7 +41953,7 @@
    - + Special Types of Movement @@ -41980,7 +41965,7 @@
    - + Climbing, Swimming, and Crawling @@ -41992,7 +41977,7 @@
    - + Jumping @@ -42040,7 +42025,7 @@
    - + The Environment @@ -42052,7 +42037,7 @@
    - + Falling @@ -42064,7 +42049,7 @@
    - + Suffocating @@ -42088,7 +42073,7 @@
    - + Vision and Light @@ -42169,7 +42154,7 @@
    - + Blindsight @@ -42181,7 +42166,7 @@
    - + Darkvision @@ -42193,7 +42178,7 @@
    - + Truesight @@ -42205,7 +42190,7 @@
    - + Food and Water @@ -42217,7 +42202,7 @@
    - + Food @@ -42241,7 +42226,7 @@
    - + Water @@ -42259,7 +42244,7 @@
    - + Interacting with Objects @@ -42289,7 +42274,7 @@
    - + Resting @@ -42307,7 +42292,7 @@
    - + Short Rest @@ -42325,7 +42310,7 @@
    - + Long Rest @@ -42349,7 +42334,7 @@
    - + Between Adventures @@ -42367,7 +42352,7 @@
    - + Lifestyle Expenses @@ -42385,7 +42370,7 @@
    - + Downtime Activities @@ -42403,7 +42388,7 @@
    - + Crafting @@ -42433,7 +42418,7 @@
    - + Practicing a Profession @@ -42457,7 +42442,7 @@
    - + Recuperating @@ -42487,7 +42472,7 @@
    - + Researching @@ -42511,7 +42496,7 @@
    - + Training @@ -42559,7 +42544,7 @@
    - + Combat Step by Step @@ -42610,7 +42595,7 @@
    - + Surprise @@ -42634,7 +42619,7 @@
    - + Initiative @@ -42658,7 +42643,7 @@
    - + Your Turn @@ -42715,7 +42700,7 @@
    - + Bonus Actions @@ -42739,7 +42724,7 @@
    - + Other Activity on Your Turn @@ -42775,7 +42760,7 @@
    - + Reactions @@ -42793,7 +42778,7 @@
    - + Movement and Position @@ -42817,7 +42802,7 @@
    - + Breaking Up Your Move @@ -42829,7 +42814,7 @@
    - + Moving between Attacks @@ -42841,7 +42826,7 @@
    - + Using Different Speeds @@ -42865,7 +42850,7 @@
    - + Difficult Terrain @@ -42889,7 +42874,7 @@
    - + Being Prone @@ -42937,8 +42922,8 @@
    - - + + Interacting with Objects Around You @@ -43075,7 +43060,7 @@
    - + Moving Around Other Creatures @@ -43099,7 +43084,7 @@
    - + Flying Movement @@ -43117,7 +43102,7 @@
    - + Creature Size @@ -43244,7 +43229,7 @@
    - + Space @@ -43280,7 +43265,7 @@
    - + Actions in Combat @@ -43298,7 +43283,7 @@
    - + Attack @@ -43328,7 +43313,7 @@
    - + Cast a Spell @@ -43340,7 +43325,7 @@
    - + Dash @@ -43358,7 +43343,7 @@
    - + Disengage @@ -43370,7 +43355,7 @@
    - + Dodge @@ -43382,7 +43367,7 @@
    - + Help @@ -43400,7 +43385,7 @@
    - + Hide @@ -43418,7 +43403,7 @@
    - + Ready @@ -43481,7 +43466,7 @@
    - + Search @@ -43493,7 +43478,7 @@
    - + Use an Object @@ -43505,7 +43490,7 @@
    - + Making an Attack @@ -43556,7 +43541,7 @@
    - + Attack Rolls @@ -43568,7 +43553,7 @@
    - + Modifiers to the Roll @@ -43604,7 +43589,7 @@
    - + Rolling 1 or 20 @@ -43628,7 +43613,7 @@
    - + Unseen Attackers and Targets @@ -43652,7 +43637,7 @@
    - + Ranged Attacks @@ -43664,7 +43649,7 @@
    - + Range @@ -43688,7 +43673,7 @@
    - + Ranged Attacks in Close Combat @@ -43700,7 +43685,7 @@
    - + Melee Attacks @@ -43772,7 +43757,7 @@
    - + Two-Weapon Fighting @@ -43790,7 +43775,7 @@
    - + Grappling @@ -43826,7 +43811,7 @@
    - + Shoving a Creature @@ -43994,7 +43979,7 @@
    - + Critical Hits @@ -44012,7 +43997,7 @@
    - + Damage Types @@ -44279,7 +44264,7 @@
    - + Instant Death @@ -44297,7 +44282,7 @@
    - + Falling Unconscious @@ -44309,7 +44294,7 @@
    - + Death Saving Throws @@ -44375,7 +44360,7 @@
    - + Monsters and Death @@ -44393,7 +44378,7 @@
    - + Knocking a Creature Out @@ -44405,7 +44390,7 @@
    - + Temporary Hit Points @@ -44447,7 +44432,7 @@
    - + Mounted Combat @@ -44465,7 +44450,7 @@
    - + Mounting and Dismounting @@ -44489,7 +44474,7 @@
    - + Controlling a Mount @@ -44519,7 +44504,7 @@
    - + Underwater Combat @@ -44579,7 +44564,7 @@
    - + What Is a Spell? @@ -44603,7 +44588,7 @@
    - + Spell Level @@ -44633,7 +44618,7 @@
    - + Known and Prepared Spells @@ -44651,7 +44636,7 @@
    - + Spell Slots @@ -44693,7 +44678,7 @@
    - + Casting a Spell at a Higher Level @@ -44735,8 +44720,8 @@
    - - + + Casting in Armor @@ -44747,7 +44732,7 @@
    - + Cantrips @@ -44759,7 +44744,7 @@
    - + Rituals @@ -44873,7 +44858,7 @@
    - + Casting a Spell @@ -44891,7 +44876,7 @@
    - + Casting Time @@ -44903,7 +44888,7 @@
    - + Bonus Action @@ -44915,7 +44900,7 @@
    - + Reactions @@ -44927,7 +44912,7 @@
    - + Longer Casting Times @@ -44945,7 +44930,7 @@
    - + Spell Range @@ -44999,7 +44984,7 @@
    - + Components @@ -45011,7 +44996,7 @@
    - + Verbal (V) @@ -45029,7 +45014,7 @@
    - + Somatic (S) @@ -45041,7 +45026,7 @@
    - + Material (M) @@ -45083,7 +45068,7 @@
    - + Duration @@ -45095,7 +45080,7 @@
    - + Instantaneous @@ -45107,7 +45092,7 @@
    - + Concentration @@ -45164,7 +45149,7 @@
    - + Targets @@ -45182,7 +45167,7 @@
    - + A Clear Path to the Target @@ -45200,7 +45185,7 @@
    - + Targeting Yourself @@ -45212,7 +45197,7 @@
    - + Areas of Effect @@ -45254,7 +45239,7 @@
    - + Cone @@ -45272,7 +45257,7 @@
    - + Cube @@ -45290,7 +45275,7 @@
    - + Cylinder @@ -45308,7 +45293,7 @@
    - + Line @@ -45326,7 +45311,7 @@
    - + Sphere @@ -45344,7 +45329,7 @@
    - + Spell Saving Throws @@ -45362,7 +45347,7 @@
    - + Spell Attack Rolls @@ -45380,7 +45365,7 @@
    - + Combining Magical Effects @@ -53335,7 +53320,7 @@
    - + Branding Smite @@ -80682,12 +80667,6 @@
    - - - Magic - - -
    Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. @@ -98071,2067 +98050,6 @@
    - - - Monsters - - -
    - - - Monster Statistics - - -
    - - - Type - - -
    - - - A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an - - - arrow of dragon slaying - - - deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - - -
    - - - The game includes the following monster types, which have no rules of their own. - - -
    - - - Aberrations - - - are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - - -
    - - - Beasts - - - are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - - -
    - - - Celestials - - - are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - - -
    - - - Constructs - - - are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - - -
    - - - Dragons - - - are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - - -
    - - - Elementals - - - are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - - -
    - - - Fey - - - are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - - -
    - - - Fiends - - - are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - - -
    - - - Giants - - - tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - - -
    - - - Humanoids - - - are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - - -
    - - - Monstrosities - - - are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type. - - -
    - - - Oozes - - - are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - - -
    - - - Plants - - - in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - - -
    - - - Undead - - - are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - - -
    - - - Tags - - -
    - - - A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the - - - humanoid (orc) - - - type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - - -
    - - - Alignment - - -
    - - - A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the - - - Player’s Handbook - - - for descriptions of the different alignments. - - -
    - - - The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you. - - -
    - - - Some creatures can have - - - any alignment - - - . In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - - -
    - - - Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are - - - unaligned - - - , which means they don’t have an alignment. - - -
    - - - Armor Class - - -
    - - - A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - - -
    - - - Hit Points - - -
    - - - A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the - - - Player’s Handbook - - - . - - -
    - - - A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - - -
    - - - A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - - -
    - - - Table- Hit Dice by Size - - -
    - - - - - - - - Monster Size - - - - - - - Hit Die - - - - - - - Average HP per Die - - - - - - - Tiny - - - - - - - d4 - - - - - - - 2 1/2 - - - - - - - Small - - - - - - - d6 - - - - - - - 3 1/2 - - - - - - - Medium - - - - - - - d8 - - - - - - - 4 1/2 - - - - - - - Large - - - - - - - d10 - - - - - - - 5 1/2 - - - - - - - Huge - - - - - - - d12 - - - - - - - 6 1/2 - - - - - - - Gargantuan - - - - - - - d20 - - - - - - - 10 1/2 - - - - - - - - - -
    - - -
    - - - A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - - -
    - - - Speed - - -
    - - - A monster’s speed tells you how far it can move on its turn. For more information on speed, see the - - - Player’s Handbook - - - . - - -
    - - - All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - - -
    - - - Some creatures have one or more of the following additional movement modes. - - -
    - - - Burrow - - -
    - - - A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. - - -
    - - - Climb - - -
    - - - A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb. - - -
    - - - Fly - - -
    - - - A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to - - - hover - - - , which makes them hard to knock out of the air (as explained in the rules on flying in the - - - Player’s Handbook - - - ). Such a monster stops hovering when it dies. - - -
    - - - Swim - - -
    - - - A monster that has a swimming speed doesn’t need to spend extra movement to swim. - - -
    - - - Ability Scores - - -
    - - - Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the - - - Player’s Handbook - - - . - - -
    - - - Saving Throws - - -
    - - - The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent. - - -
    - - - A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - - -
    - - - Table- Proficiency Bonus by Challenge Rating - - -
    - - - - - - - Challenge - - - - - - - Proficiency Bonus - - - - - - - 0 - - - - - - - +2 - - - - - - - 1/8 - - - - - - - +2 - - - - - - - 1/4 - - - - - - - +2 - - - - - - - 1/2 - - - - - - - +2 - - - - - - - 1 - - - - - - - +2 - - - - - - - 2 - - - - - - - +2 - - - - - - - 3 - - - - - - - +2 - - - - - - - 4 - - - - - - - +2 - - - - - - - 5 - - - - - - - +3 - - - - - - - 6 - - - - - - - +3 - - - - - - - 7 - - - - - - - +3 - - - - - - - 8 - - - - - - - +3 - - - - - - - 9 - - - - - - - +4 - - - - - - - 10 - - - - - - - +4 - - - - - - - 11 - - - - - - - +4 - - - - - - - 12 - - - - - - - +4 - - - - - - - 13 - - - - - - - +5 - - - - - - - 14 - - - - - - - +5 - - - - - - - 15 - - - - - - - +5 - - - - - - - 16 - - - - - - - +5 - - - - - - - 17 - - - - - - - +6 - - - - - - - 18 - - - - - - - +6 - - - - - - - 19 - - - - - - - +6 - - - - - - - 20 - - - - - - - +6 - - - - - - - 21 - - - - - - - +7 - - - - - - - 22 - - - - - - - +7 - - - - - - - 23 - - - - - - - +7 - - - - - - - 24 - - - - - - - +7 - - - - - - - 25 - - - - - - - +8 - - - - - - - 26 - - - - - - - +8 - - - - - - - 27 - - - - - - - +8 - - - - - - - 28 - - - - - - - +8 - - - - - - - 29 - - - - - - - +9 - - - - - - - 30 - - - - - - - +9 - - - - - - - -
    - - -
    - - - Skills - - -
    - - - The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - - -
    - - - A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - - -
    - - - Armor, Weapon, and Tool Proficiencies - - -
    - - - Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. - - -
    - - - For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. - - -
    - - - See the Player’s Handbook for rules on using armor or weapons without proficiency. - - -
    - - - Vulnerabilities, Resistances, and Immunities - - -
    - - - Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - - -
    - - - Senses - - -
    - - - The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - - -
    - - - Blindsight - - -
    - - - A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - - -
    - - - Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - - -
    - - - If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - - -
    - - - Darkvision - - -
    - - - A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - - -
    - - - Tremorsense - - -
    - - - A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - - -
    - - - Truesight - - -
    - - - A monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - - -
    - - - Languages - - -
    - - - The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A - - - “-” - - - indicates that a creature neither speaks nor understands any language. - - -
    - - - Telepathy - - -
    - - - Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. - - -
    - - - A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. - - -
    - - - A creature within the area of an - - - antimagic field - - - or in any other location where magic doesn’t function can’t send or receive telepathic messages. - - -
    - - - Challenge - - -
    - - - A monster’s - - - Challenge rating - - - tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - - -
    - - - Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - - -
    - - - Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - - -
    - - - Experience Points - - -
    - - - The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - - -
    - - - Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - - -
    - - - Table- Experience Points by Challenge Rating - - -
    - - - - - - - Challenge - - - - - - - XP - - - - - - - 0 - - - - - - - 0 or 10 - - - - - - - 1/8 - - - - - - - 25 - - - - - - - 1/4 - - - - - - - 50 - - - - - - - 1/2 - - - - - - - 100 - - - - - - - 1 - - - - - - - 200 - - - - - - - 2 - - - - - - - 450 - - - - - - - 3 - - - - - - - 700 - - - - - - - 4 - - - - - - - 1,100 - - - - - - - 5 - - - - - - - 1,800 - - - - - - - 6 - - - - - - - 2,300 - - - - - - - 7 - - - - - - - 2,900 - - - - - - - 8 - - - - - - - 3,900 - - - - - - - 14 - - - - - - - 11,500 - - - - - - - 15 - - - - - - - 13,000 - - - - - - - 16 - - - - - - - 15,000 - - - - - - - 17 - - - - - - - 18,000 - - - - - - - 18 - - - - - - - 20,000 - - - - - - - 19 - - - - - - - 22,000 - - - - - - - 20 - - - - - - - 25,000 - - - - - - - 21 - - - - - - - 33,000 - - - - - - - 22 - - - - - - - 41,000 - - - - - - - 23 - - - - - - - 50,000 - - - - - - - 24 - - - - - - - 62,000 - - - - - - - 25 - - - - - - - 75,000 - - - - - - - -
    - - -
    - - - Special Traits - - -
    - - - Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - - -
    - - - Innate Spellcasting - - -
    - - - A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. - - -
    - - - An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the - - - levitate - - - spell, but the spell has a - - - “self only” - - - restriction, which means that the spell affects only the drow mage. - - -
    - - - A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them. - - -
    - - - Spellcasting - - -
    - - - A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the - - - Player’s Handbook - - - ). The spellcaster level is also used for any cantrips included in the feature. - - -
    - - - The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - - -
    - - - A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level - - - lightning bolt - - - spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - - -
    - - - Psionics - - -
    - - - A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells. - - -
    - - - Actions - - -
    - - - When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the - - - Player’s Handbook - - - . - - -
    - - - Melee and Ranged Attacks - - -
    - - - The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the - - - “weapon” - - - might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the - - - Player’s Handbook - - - . - - -
    - - - Creature vs Target - - - . The target of a melee or ranged attack is usually either one creature or one target, the difference being that a - - - “target” - - - can be a creature or an object. - - -
    - - - Hit - - - . Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the - - - “Hit” - - - notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - - -
    - - - Miss - - - . If an attack has an effect that occurs on a miss, that information is presented after the - - - “Miss:” - - - notation. - - -
    - - - Grapple Rules for Monsters - - -
    - - - Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. - - -
    - - - A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10+the monster’s Strength (Athletics) modifier. - - -
    - - - Multiattack - - -
    - - - A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. - - -
    - - - Ammunition - - -
    - - - A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - - -
    - - - Reactions - - -
    - - - If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - - -
    - - - Limited Usage - - -
    - - - Some special abilities have restrictions on the number of times they can be used. - - -
    - - - X/Day - - - . The notation - - - “X/Day” - - - means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, - - - “1/Day” - - - means a special ability can be used once and that the monster must finish a long rest to use it again. - - -
    - - - Recharge X-Y - - - . The notation - - - “Recharge X-Y” - - - means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - - -
    - - - For example, - - - “Recharge 5-6” - - - means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - - -
    - - - Recharge after a Short or Long Rest - - - . This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - - -
    - - - Equipment - - -
    - - - A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - - -
    - - - You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - - -
    - - - If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - - -
    - - - Legendary Creatures - - -
    - - - A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around. - - -
    - - - If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects. - - -
    - - - Legendary Actions - - -
    - - - A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat. - - -
    - - - A Legendary Creature’s Lair - - -
    - - - A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - - -
    - - - Lair Actions - - -
    - - - If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat. - - -
    - - - Regional Effects - - -
    - - - The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. - - -
    Monsters (A) @@ -155633,7 +153551,7 @@
    - Miscellaneous Creatures + ‘Miscellaneous Creatures’
    @@ -176283,7 +174201,7 @@
    - Non-Player Characters + ‘Non-Player Characters’
    @@ -176347,7 +174265,7 @@

    - + Acolyte @@ -176601,7 +174519,7 @@
    - + Archmage @@ -177023,7 +174941,7 @@
    - + Assassin @@ -177307,7 +175225,7 @@
    - + Bandit @@ -177534,7 +175452,7 @@
    - + Bandit Captain @@ -177815,7 +175733,7 @@
    - + Berserker @@ -178024,7 +175942,7 @@
    - + Commoner @@ -178221,7 +176139,7 @@
    - + Cultist @@ -178436,7 +176354,7 @@
    - + Cult Fanatic @@ -178720,7 +176638,7 @@
    - + Druid @@ -179016,7 +176934,7 @@
    - + Gladiator @@ -179294,7 +177212,7 @@
    - + Guard @@ -179500,7 +177418,7 @@
    - + Knight @@ -179769,7 +177687,7 @@
    - + Mage @@ -180098,7 +178016,7 @@
    - + Noble @@ -180331,7 +178249,7 @@
    - + Priest @@ -180624,7 +178542,7 @@
    - + Scout @@ -180869,7 +178787,7 @@
    - + Spy @@ -181126,7 +179044,7 @@
    - + Thug @@ -181371,7 +179289,7 @@
    - + Tribal Warrior @@ -181577,7 +179495,7 @@
    - + Veteran @@ -181833,252 +179751,6 @@ are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. -
    - - - Legal Information - - -
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    - - - Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ( - - - “SRD5” - - - ) is granted solely through the use of the Open Gaming License, Version 1.0a. - - -
    - - - This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - - -
    - - - The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - - -
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    - - - COPYRIGHT NOTICE. - - -
    - - - Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - - -
    - - - System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. - - -
    - - - END OF LICENSE - - diff --git a/downloads/md/D&D 5E SRD Full Compile-v0.4.1.md b/downloads/md/D&D 5E SRD Full Compile-v0.4.1.md index 5ea5606..72702be 100644 --- a/downloads/md/D&D 5E SRD Full Compile-v0.4.1.md +++ b/downloads/md/D&D 5E SRD Full Compile-v0.4.1.md @@ -1249,25 +1249,25 @@ Different fighters choose different approaches to perfecting their fighting prow The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. -##### Improved Critical +#### Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. -##### Remarkable Athlete +#### Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. -##### Additional Fighting Style +#### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. -##### Superior Critical +#### Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. -##### Survivor +#### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. @@ -1451,7 +1451,7 @@ Three traditions of monastic pursuit are common in the monasteries scattered acr Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. -##### Open Hand Technique +#### Open Hand Technique Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: @@ -1459,15 +1459,15 @@ Starting when you choose this tradition at 3rd level, you can manipulate your en - It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - It can't take reactions until the end of your next turn. -##### Wholeness of Body +#### Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. -##### Tranquility +#### Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. -##### Quivering Palm +#### Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. @@ -1662,7 +1662,7 @@ Becoming a paladin involves taking vows that commit the paladin to the cause of The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. -##### Tenets of Devotion +#### Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. @@ -1676,7 +1676,7 @@ Though the exact words and strictures of the Oath of Devotion vary, paladins of ***Duty***. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. -##### Oath Spells +#### Oath Spells You gain oath spells at the paladin levels listed. @@ -1691,7 +1691,7 @@ You gain oath spells at the paladin levels listed. | 17th | commune, flame strike | | | | -##### Channel Divinity +#### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. @@ -1703,7 +1703,7 @@ You can end this effect on your turn as part of any other action. If you are no A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. -##### Aura of Devotion +#### Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. @@ -1713,7 +1713,7 @@ At 18th level, the range of this aura increases to 30 feet. Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell. -##### Holy Nimbus +#### Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. @@ -1915,7 +1915,7 @@ The ideal of the ranger has two classic expressions: the Hunter and the Beast Ma Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. -##### Hunter's Prey +#### Hunter's Prey At 3rd level, you gain one of the following features of your choice. @@ -1925,7 +1925,7 @@ At 3rd level, you gain one of the following features of your choice. ***Horde Breaker***. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. -##### Defensive Tactics +#### Defensive Tactics At 7th level, you gain one of the following features of your choice. @@ -1935,7 +1935,7 @@ At 7th level, you gain one of the following features of your choice. ***Steel Will***. You have advantage on saving throws against being frightened. -##### Multiattack +#### Multiattack At 11th level, you gain one of the following features of your choice. @@ -1943,7 +1943,7 @@ At 11th level, you gain one of the following features of your choice. ***Whirlwind Attack***. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. -##### Superior Hunter's Defense +#### Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. @@ -2084,25 +2084,25 @@ Rogues have many features in common, including their emphasis on perfecting thei You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. -##### Fast Hands +#### Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. -##### Second-Story Work +#### Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. -##### Supreme Sneak +#### Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. -##### Use Magic Device +#### Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. -##### Thief's Reflexes +#### Thief's Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. @@ -2296,7 +2296,7 @@ Different sorcerers claim different origins for their innate magic. Although man Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. -##### Dragon Ancestor +#### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. @@ -2318,23 +2318,23 @@ At 1st level, you choose one type of dragon as your ancestor. The damage type as You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. -##### Draconic Resilience +#### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. -##### Elemental Affinity +#### Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. -##### Dragon Wings +#### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. -##### Draconic Presence +#### Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. @@ -2673,7 +2673,7 @@ Some patrons collect warlocks, doling out mystic knowledge relatively freely or You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. -##### Expanded Spell List +#### Expanded Spell List The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. @@ -2688,21 +2688,21 @@ The Fiend lets you choose from an expanded list of spells when you learn a warlo | 5th | flame strike, hallow | | | | -##### Dark One's Blessing +#### Dark One's Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). -##### Dark One's Own Luck +#### Dark One's Own Luck Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest. -##### Fiendish Resilience +#### Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. -##### Hurl Through Hell +#### Hurl Through Hell Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. @@ -2861,23 +2861,23 @@ The most common arcane traditions in the multiverse revolve around the schools o You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. -##### Evocation Savant +#### Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. -##### Sculpt Spells +#### Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. -##### Potent Cantrip +#### Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. -##### Empowered Evocation +#### Empowered Evocation Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. -##### Overchannel +#### Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. @@ -2901,7 +2901,7 @@ The first time you do so, you suffer no adverse effect. If you use this feature # Customizations -## Multiclassing +# Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. @@ -2909,7 +2909,7 @@ With this rule, you have the option of gaining a level in a new class whenever y As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. -### Prerequisites +## Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. @@ -2931,21 +2931,21 @@ To qualify for a new class, you must meet the ability score prerequisites for bo | Wizard | Intelligence 13 | | | | -### Experience Points +## Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. -### Hit Points and Hit Dice +## Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. -### Proficiency Bonus +## Proficiency Bonus Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. -### Proficiencies +## Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. @@ -2967,23 +2967,23 @@ When you gain your first level in a class other than your initial class, you gai | Wizard | - | | | | -## Class Features +# Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. -### Channel Divinity +## Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. -### Extra Attack +## Extra Attack If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. -### Unarmored Defense +## Unarmored Defense If you already have the Unarmored Defense feature, you can't gain it again from another class. -### Spellcasting +## Spellcasting Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. @@ -3046,7 +3046,7 @@ You've developed the skills necessary to hold your own in close-quarters grappli # Personalization -## Alignment +# Alignment A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. @@ -3070,7 +3070,7 @@ These brief summaries of the nine alignments describe the typical behavior of a **Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. -### Alignment in the Multiverse +## Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. @@ -3080,7 +3080,7 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. -## Languages +# Languages Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. @@ -3171,7 +3171,9 @@ You have spent your life in the service of a temple to a specific god or pantheo Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. **Skill Proficiencies:** Insight, Religion + **Languages:** Two of your choice + **Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp ### Feature: Shelter of the Faithful @@ -4004,7 +4006,7 @@ To determine an ability modifier without consulting the table, subtract 10 from Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. -## Advantage and Disadvantage +# Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. @@ -4018,7 +4020,7 @@ You usually gain advantage or disadvantage through the use of special abilities, GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. -## Proficiency Bonus +# Proficiency Bonus Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. @@ -4030,7 +4032,7 @@ By the same token, if a feature or effect allows you to multiply your proficienc In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. -## Ability Checks +# Ability Checks An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. @@ -4052,7 +4054,7 @@ The more difficult a task, the higher its DC. The Typical Difficulty Classes tab To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. -### Contests +## Contests Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. @@ -4060,7 +4062,7 @@ Both participants in a contest make ability checks appropriate to their efforts. If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. -### Skills +## Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) @@ -4082,11 +4084,11 @@ Sometimes, the GM might ask for an ability check using a specific skill-for exam For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. -#### Variant: Skills with Different Abilities +### Variant: Skills with Different Abilities Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. -### Passive Checks +## Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. @@ -4100,13 +4102,13 @@ For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perc The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules. -### Working Together +## Working Together Sometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. -#### Group Checks +### Group Checks When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. @@ -4319,7 +4321,7 @@ A Charisma check might arise when you try to influence or entertain others, when Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. -## Saving Throws +# Saving Throws A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. @@ -4335,9 +4337,7 @@ The result of a successful or failed saving throw is also detailed in the effect # Adventuring -## Adventuring - -### Time +# Time In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. @@ -4349,7 +4349,7 @@ Following the road from Baldur's Gate to Waterdeep, the adventurers spend four u In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time. -### Movement +# Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. @@ -4357,13 +4357,13 @@ The GM can summarize the adventurers' movement without calculating exact distanc Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. -#### Speed +## Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. -##### Travel Pace +### Travel Pace While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. @@ -4388,21 +4388,21 @@ Certain special mounts, such as a pegasus or griffon, or special vehicles, such | Slow | 200 feet | 2 miles | 24 miles | Able to use stealth | | | | | | | -##### Difficult Terrain +### Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. -#### Special Types of Movement +## Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. -##### Climbing, Swimming, and Crawling +### Climbing, Swimming, and Crawling While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. -##### Jumping +### Jumping Your Strength determines how far you can jump. @@ -4416,15 +4416,15 @@ When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrob You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. -### The Environment +# The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. -#### Falling +## Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. -#### Suffocating +## Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). @@ -4432,7 +4432,7 @@ When a creature runs out of breath or is choking, it can survive for a number of For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. -#### Vision and Light +## Vision and Light The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. @@ -4452,23 +4452,23 @@ Even gloomy days provide bright light, as do torches, lanterns, fires, and other Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. -##### Blindsight +### Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. -##### Darkvision +### Darkvision Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. -##### Truesight +### Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. -#### Food and Water +## Food and Water Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. -##### Food +### Food A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. @@ -4476,13 +4476,13 @@ A character can go without food for a number of days equal to 3 + his or her Con A normal day of eating resets the count of days without food to zero. -##### Water +### Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case. -#### Interacting with Objects +## Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. @@ -4492,19 +4492,19 @@ Characters can also damage objects with their weapons and spells. Objects are im A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. -### Resting +# Resting Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. -#### Short Rest +## Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. -#### Long Rest +## Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. @@ -4512,25 +4512,25 @@ At the end of a long rest, a character regains all lost hit points. The characte A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. -### Between Adventures +# Between Adventures Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. -#### Lifestyle Expenses +## Lifestyle Expenses Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. -#### Downtime Activities +## Downtime Activities Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. -##### Crafting +### Crafting You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. @@ -4540,7 +4540,7 @@ Multiple characters can combine their efforts toward the crafting of a single it While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. -##### Practicing a Profession +### Practicing a Profession You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. @@ -4548,7 +4548,7 @@ If you are a member of an organization that can provide gainful employment, such If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. -##### Recuperating +### Recuperating You can use downtime between adventures to recover from a debilitating injury, disease, or poison. @@ -4557,7 +4557,7 @@ After three days of downtime spent recuperating, you can make a DC 15 Constituti - End one effect on you that prevents you from regaining hit points. - For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. -##### Researching +### Researching The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. @@ -4565,7 +4565,7 @@ When you begin your research, the GM determines whether the information is avail For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. -##### Training +### Training You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. @@ -4577,7 +4577,7 @@ The training lasts for 250 days and costs 1 gp per day. After you spend the requ A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. ->### Combat Step by Step +># Combat Step by Step > >1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised. >2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. @@ -4585,7 +4585,7 @@ A typical combat encounter is a clash between two sides, a flurry of weapon swin >4. **Take turns.** Each participant in the battle takes a turn in initiative order. >5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. -### Surprise +## Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. @@ -4593,7 +4593,7 @@ The GM determines who might be surprised. If neither side tries to be stealthy, If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. -### Initiative +## Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. @@ -4601,7 +4601,7 @@ The GM ranks the combatants in order from the one with the highest Dexterity che If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. -### Your Turn +## Your Turn On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet. @@ -4611,7 +4611,7 @@ The "Movement and Position" section later in this chapter gives the rules for yo You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." -#### Bonus Actions +## Bonus Actions Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. @@ -4619,7 +4619,7 @@ You can take only one bonus action on your turn, so you must choose which bonus You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. -#### Other Activity on Your Turn +## Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. @@ -4631,13 +4631,13 @@ If you want to interact with a second object, you need to use your action. Some The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. -### Reactions +# Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. -## Movement and Position +# Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. @@ -4645,21 +4645,21 @@ On your turn, you can move a distance up to your speed. You can use as much or a Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. -### Breaking Up Your Move +## Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. -#### Moving between Attacks +### Moving between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. -#### Using Different Speeds +### Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. -### Difficult Terrain +## Difficult Terrain Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain. @@ -4667,7 +4667,7 @@ Every foot of movement in difficult terrain costs 1 extra foot. This rule is tru Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. -### Being Prone +## Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. @@ -4677,7 +4677,7 @@ You can **drop prone** without using any of your speed. **Standing up** takes mo To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. -> ## Interacting with Objects Around You +> **Interacting with Objects Around You** > >Here are a few examples of the sorts of thing you can do in tandem with your movement and action: > @@ -4703,7 +4703,7 @@ To move while prone, you must **crawl** or use magic such as teleportation. Ever >- tap the floor with a 10-foot pole >- hand an item to another character -### Moving Around Other Creatures +## Moving Around Other Creatures You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. @@ -4711,11 +4711,11 @@ Whether a creature is a friend or an enemy, you can't willingly end your move in If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter. -### Flying Movement +## Flying Movement Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell. -### Creature Size +## Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. @@ -4731,7 +4731,7 @@ Each creature takes up a different amount of space. The Size Categories table sh | Gargantuan | 20 by 20 ft. or larger | | | | -#### Space +### Space A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them. @@ -4743,13 +4743,13 @@ Because larger creatures take up more space, fewer of them can surround a creatu A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. -## Actions in Combat +# Actions in Combat When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. -### Attack +## Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. @@ -4757,35 +4757,35 @@ With this action, you make one melee or ranged attack. See the "Making an Attack Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. -### Cast a Spell +## Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. -### Dash +## Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. -### Disengage +## Disengage If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. -### Dodge +## Dodge When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. -### Help +## Help You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. -### Hide +## Hide When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter. -### Ready +## Ready Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. @@ -4795,15 +4795,15 @@ When the trigger occurs, you can either take your reaction right after the trigg When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken. -### Search +## Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. -### Use an Object +## Use an Object You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. -## Making an Attack +# Making an Attack Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. @@ -4813,11 +4813,11 @@ Whether you're striking with a melee weapon, firing a weapon at range, or making If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. -### Attack Rolls +## Attack Rolls When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. -#### Modifiers to the Roll +### Modifiers to the Roll When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. @@ -4827,7 +4827,7 @@ Some spells also require an attack roll. The ability modifier used for a spell a ***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. -#### Rolling 1 or 20 +### Rolling 1 or 20 Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. @@ -4835,7 +4835,7 @@ If the d20 roll for an attack is a 20, the attack hits regardless of any modifie If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC. -### Unseen Attackers and Targets +## Unseen Attackers and Targets Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. @@ -4843,11 +4843,11 @@ When you attack a target that you can't see, you have disadvantage on the attack When a creature can't see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses. -### Ranged Attacks +## Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. -#### Range +### Range You can make ranged attacks only against targets within a specified range. @@ -4855,11 +4855,11 @@ If a ranged attack, such as one made with a spell, has a single range, you can't Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. -#### Ranged Attacks in Close Combat +### Ranged Attacks in Close Combat Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. -### Melee Attacks +## Melee Attacks Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. @@ -4879,13 +4879,13 @@ You can make an opportunity attack when a hostile creature that you can see move You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. -#### Two-Weapon Fighting +### Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. -#### Grappling +### Grappling When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. @@ -4895,7 +4895,7 @@ The target of your grapple must be no more than one size larger than you and mus ***Moving a Grappled Creature***. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. -#### Shoving a Creature +### Shoving a Creature Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. @@ -4933,13 +4933,13 @@ When attacking with a **weapon**, you add your ability modifier-the same modifie If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spell's damage is rolled once for all creatures caught in the blast. -#### Critical Hits +### Critical Hits When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well. -#### Damage Types +### Damage Types Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. @@ -4993,17 +4993,17 @@ A creature that has died can't regain hit points until magic such as the *revivi When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. -#### Instant Death +### Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. -#### Falling Unconscious +### Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points. -#### Death Saving Throws +### Death Saving Throws Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. @@ -5021,17 +5021,17 @@ You can use your action to administer first aid to an unconscious creature and a A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours. -#### Monsters and Death +### Monsters and Death Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. -### Knocking a Creature Out +## Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. -### Temporary Hit Points +## Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. @@ -5045,13 +5045,13 @@ If you have 0 hit points, receiving temporary hit points doesn't restore you to Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest. -## Mounted Combat +# Mounted Combat A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. -### Mounting and Dismounting +## Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0. @@ -5059,7 +5059,7 @@ If an effect moves your mount against its will while you're on it, you must succ If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. -### Controlling a Mount +## Controlling a Mount While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. @@ -5069,7 +5069,7 @@ An independent mount retains its place in the initiative order. Bearing a rider In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. -## Underwater Combat +# Underwater Combat When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. @@ -5085,7 +5085,7 @@ Magic permeates fantasy gaming worlds and often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. -## What Is a Spell? +# What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. @@ -5093,19 +5093,19 @@ Spells can be versatile tools, weapons, or protective wards. They can deal damag Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. -### Spell Level +## Spell Level Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. -### Known and Prepared Spells +## Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. -### Spell Slots +## Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. @@ -5115,21 +5115,21 @@ Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. -#### Casting a Spell at a Higher Level +### Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into. Some spells, such as *magic missile* and *cure wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description. ->### Casting in Armor +> **Casting in Armor** > >Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. -### Cantrips +# Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. -### Rituals +# Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. @@ -5159,29 +5159,29 @@ To cast a spell as a ritual, a spellcaster must have a feature that grants the a > >**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. -## Casting a Spell +# Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. -### Casting Time +## Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. -#### Bonus Action +### Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. -#### Reactions +### Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. -#### Longer Casting Times +### Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over. -### Spell Range +## Spell Range The target of a spell must be within the spell's range. For a spell like *magic missile*, the target is a creature. For a spell like *fireball*, the target is the point in space where the ball of fire erupts. @@ -5191,19 +5191,19 @@ Spells that create cones or lines of effect that originate from you also have a Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise. -### Components +## Components A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. -#### Verbal (V) +### Verbal (V) Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component. -#### Somatic (S) +### Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. -#### Material (M) +### Material (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. @@ -5211,15 +5211,15 @@ If a spell states that a material component is consumed by the spell, the caster A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components. -### Duration +## Duration A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. -#### Instantaneous +### Instantaneous Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. -#### Concentration +### Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. @@ -5233,23 +5233,23 @@ Normal activity, such as moving and attacking, doesn't interfere with concentrat The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. -### Targets +## Targets A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. -#### A Clear Path to the Target +### A Clear Path to the Target To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. -#### Targeting Yourself +### Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. -### Areas of Effect +## Areas of Effect Spells such as *burning hands* and *cone of cold* cover an area, allowing them to affect multiple creatures at once. @@ -5257,49 +5257,49 @@ A spell's description specifies its area of effect, which typically has one of f A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. -#### Cone +### Cone A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. -#### Cube +### Cube You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. -#### Cylinder +### Cylinder A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder's point of origin is included in the cylinder's area of effect. -#### Line +### Line A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide otherwise. -#### Sphere +### Sphere You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect. -### Spell Saving Throws +# Spell Saving Throws Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. -### Spell Attack Rolls +# Spell Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. -### Combining Magical Effects +# Combining Magical Effects The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. @@ -6947,7 +6947,7 @@ While on the Ethereal Plane, you can see and hear the plane you originated from, Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. -## Branding Smite +#### Branding Smite *2nd-­level evocation* @@ -13065,8 +13065,6 @@ Each type of poison has its own debilitating effects. # Treasure -# Magic - Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. # Magic Items (A) @@ -16261,354 +16259,6 @@ If a legendary creature has lair actions, it can use them to harness the ambient The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. -# Monsters - -# Monster Statistics - -## Type - -A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - -The game includes the following monster types, which have no rules of their own. - -**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - -**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - -**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - -**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - -**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - -**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - -**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - -**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - -**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - -**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - -**Monstrosities** are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. - -**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - -**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - -**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - -#### Tags - -A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - -## Alignment - -A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player's Handbook* for descriptions of the different alignments. - -The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. - -Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - -Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don't have an alignment. - -## Armor Class - -A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - -## Hit Points - -A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player's Handbook*. - -A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - -A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - -**Table- Hit Dice by Size** - -| Monster Size | Hit Die | Average HP per Die | -|--------------|---------|--------------------| -| Tiny | d4 | 2 1/2 | -| Small | d6 | 3 1/2 | -| Medium | d8 | 4 1/2 | -| Large | d10 | 5 1/2 | -| Huge | d12 | 6 1/2 | -| Gargantuan | d20 | 10 1/2 | -| | | | - -A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - -## Speed - -A monster's speed tells you how far it can move on its turn. For more information on speed, see the *Player's Handbook*. - -All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - -Some creatures have one or more of the following additional movement modes. - -### Burrow - -A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. - -### Climb - -A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. - -### Fly - -A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player's Handbook*). Such a monster stops hovering when it dies. - -### Swim - -A monster that has a swimming speed doesn't need to spend extra movement to swim. - -## Ability Scores - -Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the *Player's Handbook*. - -## Saving Throws - -The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. - -A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - -**Table- Proficiency Bonus by Challenge Rating** - -| Challenge | Proficiency Bonus | -|-----------|-------------------| -| 0 | +2 | -| 1/8 | +2 | -| 1/4 | +2 | -| 1/2 | +2 | -| 1 | +2 | -| 2 | +2 | -| 3 | +2 | -| 4 | +2 | -| 5 | +3 | -| 6 | +3 | -| 7 | +3 | -| 8 | +3 | -| 9 | +4 | -| 10 | +4 | -| 11 | +4 | -| 12 | +4 | -| 13 | +5 | -| 14 | +5 | -| 15 | +5 | -| 16 | +5 | -| 17 | +6 | -| 18 | +6 | -| 19 | +6 | -| 20 | +6 | -| 21 | +7 | -| 22 | +7 | -| 23 | +7 | -| 24 | +7 | -| 25 | +8 | -| 26 | +8 | -| 27 | +8 | -| 28 | +8 | -| 29 | +9 | -| 30 | +9 | -| | | - -## Skills - -The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - -A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - -***Armor, Weapon, and Tool Proficiencies*** - -*Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.* - -*For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.* - -*See the Player's Handbook for rules on using armor or weapons without proficiency.* - -## Vulnerabilities, Resistances, and Immunities - -Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - -## Senses - -The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - -### Blindsight - -A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - -Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - -If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - -### Darkvision - -A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - -### Tremorsense - -A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - -### Truesight - -A monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - -## Languages - -The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language. - -### Telepathy - -Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. - -A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. - -A creature within the area of an *antimagic field* or in any other location where magic doesn't function can't send or receive telepathic messages. - -## Challenge - -A monster's **Challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - -Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - -Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - -### Experience Points - -The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - -Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - -**Table- Experience Points by Challenge Rating** - -| Challenge | XP | -|-----------|---------| -| 0 | 0 or 10 | -| 1/8 | 25 | -| 1/4 | 50 | -| 1/2 | 100 | -| 1 | 200 | -| 2 | 450 | -| 3 | 700 | -| 4 | 1,100 | -| 5 | 1,800 | -| 6 | 2,300 | -| 7 | 2,900 | -| 8 | 3,900 | -| 14 | 11,500 | -| 15 | 13,000 | -| 16 | 15,000 | -| 17 | 18,000 | -| 18 | 20,000 | -| 19 | 22,000 | -| 20 | 25,000 | -| 21 | 33,000 | -| 22 | 41,000 | -| 23 | 50,000 | -| 24 | 62,000 | -| 25 | 75,000 | -| | | - -## Special Traits - -Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - -### Innate Spellcasting - -A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. - -An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. - -A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. - -### Spellcasting - -A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player's Handbook*). The spellcaster level is also used for any cantrips included in the feature. - -The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - -A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - -### Psionics - -A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. - -## Actions - -When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player's Handbook*. - -### Melee and Ranged Attacks - -The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player's Handbook*. - -***Creature vs Target***. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. - -***Hit***. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - -***Miss***. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. - -***Grapple Rules for Monsters*** - -*Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.* - -*A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.* - -### Multiattack - -A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. - -### Ammunition - -A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - -## Reactions - -If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - -## Limited Usage - -Some special abilities have restrictions on the number of times they can be used. - -***X/Day***. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. - -***Recharge X-Y***. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - -For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - -***Recharge after a Short or Long Rest***. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - -## Equipment - -A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - -You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - -If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - -# Legendary Creatures - -A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. - -If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. - -## Legendary Actions - -A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. - -## A Legendary Creature's Lair - -A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - -### Lair Actions - -If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. - -### Regional Effects - -The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. - # Monsters (A) ## Aboleth @@ -24792,7 +24442,7 @@ Saving Throws Wis +0 ***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. -# Miscellaneous Creatures +# 'Miscellaneous Creatures' This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. @@ -27630,7 +27280,7 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. -# Non-Player Characters +# 'Non-Player Characters' This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. @@ -27646,7 +27296,7 @@ There are many easy ways to customize the NPCs in this appendix for your home ca ***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. -## Acolyte +# Acolyte *Medium humanoid (any race), any alignment* @@ -27679,7 +27329,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* **Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. -## Archmage +# Archmage *Medium humanoid (any race), any alignment* @@ -27729,7 +27379,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shoc An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. -## Assassin +# Assassin *Medium humanoid (any race), any non-good alignment* @@ -27771,7 +27421,7 @@ An archmage typically has one or more apprentice mages, and an archmage's abode Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. -## Bandit +# Bandit *Medium humanoid (any race), any non-lawful alignment* @@ -27801,7 +27451,7 @@ Trained in the use of poison, **assassins** are remorseless killers who work for **Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. -## Bandit Captain +# Bandit Captain *Medium humanoid (any race), any non-lawful alignment* @@ -27843,7 +27493,7 @@ In addition to managing a crew of selfish malcontents, the **pirate captain** is More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. -## Berserker +# Berserker *Medium humanoid (any race), any chaotic alignment* @@ -27871,7 +27521,7 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. -## Commoner +# Commoner *Medium humanoid (any race), any alignment* @@ -27897,7 +27547,7 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa **Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. -## Cultist +# Cultist *Medium humanoid (any race), any non-good alignment* @@ -27927,7 +27577,7 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa **Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. -## Cult Fanatic +# Cult Fanatic *Medium humanoid (any race), any non-good alignment* @@ -27965,7 +27615,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* **Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. -## Druid +# Druid *Medium humanoid (any race), any alignment* @@ -27999,7 +27649,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* **Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. -## Gladiator +# Gladiator *Medium humanoid (any race), any alignment* @@ -28041,7 +27691,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* **Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. -## Guard +# Guard *Medium humanoid (any race), any alignment* @@ -28069,7 +27719,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* **Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. -## Knight +# Knight *Medium humanoid (any race), any alignment* @@ -28109,7 +27759,7 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* **Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. -## Mage +# Mage *Medium humanoid (any race), any alignment* @@ -28148,7 +27798,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* **Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. -## Noble +# Noble *Medium humanoid (any race), any alignment* @@ -28182,7 +27832,7 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* The noble's statistics can also be used to represent **courtiers** who aren't of noble birth. -## Priest +# Priest *Medium humanoid (any race), any alignment* @@ -28221,7 +27871,7 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. -## Scout +# Scout *Medium humanoid (any race), any alignment* @@ -28255,7 +27905,7 @@ A priest typically has one or more acolytes to help with religious ceremonies an **Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. -## Spy +# Spy *Medium humanoid (any race), any alignment* @@ -28291,7 +27941,7 @@ A priest typically has one or more acolytes to help with religious ceremonies an Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. -## Thug +# Thug *Medium humanoid (any race), any non-good alignment* @@ -28325,7 +27975,7 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi **Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. -## Tribal Warrior +# Tribal Warrior *Medium humanoid (any race), any alignment* @@ -28353,7 +28003,7 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi **Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. -## Veteran +# Veteran *Medium humanoid (any race), any alignment* @@ -28385,60 +28035,4 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi ***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. -**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. - -# Legal Information - -### Licensing - -Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a. - -This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - -The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - -The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. - -All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. - -The terms of the Open Gaming License Version 1.0a are as follows: - -### OPEN GAME LICENSE Version 1.0a - -The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. - -11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. - -12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. - -13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. - -14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. - -15. COPYRIGHT NOTICE. - -Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - -System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. - -END OF LICENSE \ No newline at end of file +**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. \ No newline at end of file diff --git a/downloads/odt/D&D 5E SRD Full Compile-v0.4.1.odt b/downloads/odt/D&D 5E SRD Full Compile-v0.4.1.odt index 2049f36..78ea184 100644 Binary files a/downloads/odt/D&D 5E SRD Full Compile-v0.4.1.odt and b/downloads/odt/D&D 5E SRD Full Compile-v0.4.1.odt differ diff --git a/downloads/opml/D&D 5E SRD Full Compile-v0.4.1.opml b/downloads/opml/D&D 5E SRD Full Compile-v0.4.1.opml index ab8fb42..385baac 100644 --- a/downloads/opml/D&D 5E SRD Full Compile-v0.4.1.opml +++ b/downloads/opml/D&D 5E SRD Full Compile-v0.4.1.opml @@ -460,8 +460,8 @@ - - + + @@ -817,27 +817,27 @@ - - - - - - - - - - - + + + - - - - - - - - - + + + + + + + + + + + + + + + + + @@ -845,13 +845,13 @@ - - - - - + + + + + @@ -869,7 +869,7 @@ - + @@ -925,22 +925,22 @@ - + + + + + + + - + + + - - - - - - - - - - - - + + + + @@ -989,154 +989,152 @@ - - + + - - + + + + + + - - - - - - - - - - - - - + - - - - - - - - - - - - - - - - - - - - - + + + - - - - - - - - - - - - - - - - - - - - - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + + + + + + + + + + + - + - + - - - - - - - - - - - - - - - - - - + + + + + + + + - - + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - - - + - - - - - - + + + + - + - - - - - + + + - - - - - - - - - + + + + + @@ -1145,106 +1143,106 @@ - - - - + + + + - - - - - - + + + + + + - - - - - + - - - - - + - + + + + + + + + + - - - - - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -1474,8 +1472,8 @@ - - + + @@ -2212,9 +2210,7 @@ - - - + @@ -2854,88 +2850,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -3922,7 +3836,7 @@ - + @@ -4316,106 +4230,100 @@ - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + - - + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/downloads/pdf/D&D 5E SRD Full Compile-v0.4.1.pdf b/downloads/pdf/D&D 5E SRD Full Compile-v0.4.1.pdf index db6ecc9..07ece8b 100644 Binary files a/downloads/pdf/D&D 5E SRD Full Compile-v0.4.1.pdf and b/downloads/pdf/D&D 5E SRD Full Compile-v0.4.1.pdf differ diff --git a/pages/16.treasure/default.md b/pages/16.treasure/default.md index 1783b48..290c926 100644 --- a/pages/16.treasure/default.md +++ b/pages/16.treasure/default.md @@ -2848,4 +2848,4 @@ You can also use an action to cast the *detect magic* spell from the orb without ***Call Dragons***. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. -***Destroying an Orb***. An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. +***Destroying an Orb***. An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. \ No newline at end of file diff --git a/pages/17.monsters/default.md b/pages/17.monsters/default.md index b27da48..69281d0 100644 --- a/pages/17.monsters/default.md +++ b/pages/17.monsters/default.md @@ -8531,4 +8531,4 @@ Saving Throws Wis +0 ###### Actions -***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. +***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. \ No newline at end of file diff --git a/pages/19.npcs/default.md b/pages/19.npcs/default.md index 38d9411..486c0c9 100644 --- a/pages/19.npcs/default.md +++ b/pages/19.npcs/default.md @@ -757,4 +757,4 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi ***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. -**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. +**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. \ No newline at end of file