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 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
+
+ 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.
-
+
+ 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
+
+ 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.
-
+
+ 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.
-
-
-
+
+
+ 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
+
+ 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
+
+ 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
+
+ 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?
+
+ 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 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.
-
+
+ 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.
+
-
- 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 @@
-
-
- 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.
-