From e3a8fefb8274d0cf564a203928687afb7913db86 Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Tue, 13 Oct 2026 10:06:11 -0400 Subject: [PATCH 1/6] Test that the served SRD files carry no source text defects Escaped line breaks, carriage returns, soft and typographic hyphens, odd apostrophes, double spaces and kept line-break hyphens, in the rules, conditions and equipment files and our clarification notes. Fails on the rules file as served today. --- .../orcpub/dnd/e5/srd_text_hygiene_test.clj | 36 +++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 test/clj/orcpub/dnd/e5/srd_text_hygiene_test.clj diff --git a/test/clj/orcpub/dnd/e5/srd_text_hygiene_test.clj b/test/clj/orcpub/dnd/e5/srd_text_hygiene_test.clj new file mode 100644 index 000000000..e0558a06a --- /dev/null +++ b/test/clj/orcpub/dnd/e5/srd_text_hygiene_test.clj @@ -0,0 +1,36 @@ +(ns orcpub.dnd.e5.srd-text-hygiene-test + "Our served SRD files and notes carry none of the text defects we have corrected in the source + data: PDF debris, escaped line breaks, run-in spacing. Each check is a defect kind that once + reached a file (open5e-upstream-notes.md); this keeps the next one out." + (:require [clojure.test :refer [deftest is testing]] + [clojure.edn :as edn] + [clojure.java.io :as io])) + +(def served-files + "Every file under resources/public that holds SRD text or our notes on it." + ["public/srd/2014/rules.edn" "public/srd/2014/conditions.edn" "public/srd/2014/equipment.edn" + "public/notes/rules-clarifications.edn"]) + +(defn strings + "Every string in the parsed EDN `data`, at any depth." + [data] + (filter string? (tree-seq coll? seq data))) + +(def defects + "Each defect kind: a name and a predicate over one string." + [["an escaped line break (backslash-n written as text)" #(re-find #"\\n" %)] + ["a carriage return" #(re-find #"\r" %)] + ["a soft hyphen (U+00AD)" #(re-find #"­" %)] + ["a typographic hyphen (U+2010/U+2011)" #(re-find #"[‐‑]" %)] + ["a modifier-letter apostrophe (U+02BC)" #(re-find #"ʼ" %)] + ["two spaces inside a sentence" #(re-find #"\S +\S" %)] + ["a kept line-break hyphen (\"move- ment\")" #(re-find #"\b[a-z]{2,}- (?!or\b|and\b|to\b)[a-z]{2,}\b" %)]]) + +(deftest served-srd-text-is-clean + (doseq [path served-files + :let [data (some-> (io/resource path) slurp edn/read-string)]] + (testing path + (is (some? data) "the file is served") + (doseq [[defect bad?] defects] + (let [hits (filter bad? (strings data))] + (is (empty? hits) (str defect ": " (pr-str (take 3 hits))))))))) From 58db34702f91db2026b9609c5df67a885b426998 Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Tue, 13 Oct 2026 10:06:12 -0400 Subject: [PATCH 2/6] SRD 2014 rules: regenerate from the corrected source The ability rules read as lists and headings again, Hiding has its "10 +", words split across PDF lines are whole, and spacing is single. Weapon and armor names in the equipment file are Title Case. --- resources/public/srd/2014/conditions.edn | 2 +- resources/public/srd/2014/equipment.edn | 22 +++++++++++----------- resources/public/srd/2014/rules.edn | 18 +++++++++--------- 3 files changed, 21 insertions(+), 21 deletions(-) diff --git a/resources/public/srd/2014/conditions.edn b/resources/public/srd/2014/conditions.edn index 1db696c35..d643fdb26 100644 --- a/resources/public/srd/2014/conditions.edn +++ b/resources/public/srd/2014/conditions.edn @@ -1,5 +1,5 @@ ;; Generated by scripts/srd/emit-conditions.py (agents/develop) from open5e-api -;; srd-corrections 06ca28e. Do not edit: fix the source and regenerate. +;; srd-corrections 4480957. Do not edit: fix the source and regenerate. {:srd/document "SRD 5.1" :srd/edition 2014 :srd/license "CC BY 4.0" :srd/attribution "This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode." :conditions [{:key :blinded :name "Blinded" :page 358 :body [[:ul ["A blinded creature can’t see and automatically fails any ability check that requires sight."] ["Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage."]]]} diff --git a/resources/public/srd/2014/equipment.edn b/resources/public/srd/2014/equipment.edn index 860aee447..99bc2928e 100644 --- a/resources/public/srd/2014/equipment.edn +++ b/resources/public/srd/2014/equipment.edn @@ -1,5 +1,5 @@ ;; Generated by scripts/srd/emit-equipment.py (agents/develop) from open5e-api -;; srd-corrections b1a1bc5. Do not edit: fix the source and regenerate. +;; srd-corrections 4480957. Do not edit: fix the source and regenerate. {:srd/document "SRD 5.1" :srd/edition 2014 :srd/license "CC BY 4.0" :weapons [{:key :battleaxe :name "Battleaxe" :category :martial-melee :cost {:num 10 :type :gp} :weight 4 :damage {:dice "1d8" :type :slashing} :properties [{:key :versatile :detail "1d10"}]} @@ -30,16 +30,16 @@ {:key :light}]} {:key :trident :name "Trident" :category :martial-melee :cost {:num 5 :type :gp} :weight 4 :damage {:dice "1d6" :type :piercing} :properties [{:key :thrown :detail "range 20/60"} {:key :versatile :detail "1d8"}]} - {:key :war-pick :name "War pick" :category :martial-melee :cost {:num 5 :type :gp} :weight 2 :damage {:dice "1d8" :type :piercing} :properties []} + {:key :war-pick :name "War Pick" :category :martial-melee :cost {:num 5 :type :gp} :weight 2 :damage {:dice "1d8" :type :piercing} :properties []} {:key :warhammer :name "Warhammer" :category :martial-melee :cost {:num 15 :type :gp} :weight 2 :damage {:dice "1d8" :type :bludgeoning} :properties [{:key :versatile :detail "1d10"}]} {:key :whip :name "Whip" :category :martial-melee :cost {:num 2 :type :gp} :weight 3 :damage {:dice "1d4" :type :slashing} :properties [{:key :finesse} {:key :reach}]} {:key :blowgun :name "Blowgun" :category :martial-ranged :cost {:num 10 :type :gp} :weight 1 :damage {:dice "1" :type :piercing} :properties [{:key :ammunition :detail "range 25/100"} {:key :loading}]} - {:key :crossbow-hand :name "Crossbow, hand" :category :martial-ranged :cost {:num 75 :type :gp} :weight 3 :damage {:dice "1d6" :type :piercing} :properties [{:key :ammunition :detail "range 30/120"} + {:key :crossbow-hand :name "Crossbow, Hand" :category :martial-ranged :cost {:num 75 :type :gp} :weight 3 :damage {:dice "1d6" :type :piercing} :properties [{:key :ammunition :detail "range 30/120"} {:key :light} {:key :loading}]} - {:key :crossbow-heavy :name "Crossbow, heavy" :category :martial-ranged :cost {:num 50 :type :gp} :weight 18 :damage {:dice "1d10" :type :piercing} :properties [{:key :ammunition :detail "range 100/400"} + {:key :crossbow-heavy :name "Crossbow, Heavy" :category :martial-ranged :cost {:num 50 :type :gp} :weight 18 :damage {:dice "1d10" :type :piercing} :properties [{:key :ammunition :detail "range 100/400"} {:key :heavy} {:key :loading} {:key :two-handed}]} @@ -56,14 +56,14 @@ {:key :handaxe :name "Handaxe" :category :simple-melee :cost {:num 5 :type :gp} :weight 2 :damage {:dice "1d6" :type :slashing} :properties [{:key :light} {:key :thrown :detail "range 20/60"}]} {:key :javelin :name "Javelin" :category :simple-melee :cost {:num 5 :type :sp} :weight 2 :damage {:dice "1d6" :type :piercing} :properties [{:key :thrown :detail "range 30/120"}]} - {:key :light-hammer :name "Light hammer" :category :simple-melee :cost {:num 2 :type :gp} :weight 2 :damage {:dice "1d4" :type :bludgeoning} :properties [{:key :light} + {:key :light-hammer :name "Light Hammer" :category :simple-melee :cost {:num 2 :type :gp} :weight 2 :damage {:dice "1d4" :type :bludgeoning} :properties [{:key :light} {:key :thrown :detail "range 20/60"}]} {:key :mace :name "Mace" :category :simple-melee :cost {:num 5 :type :gp} :weight 4 :damage {:dice "1d6" :type :bludgeoning} :properties []} {:key :quarterstaff :name "Quarterstaff" :category :simple-melee :cost {:num 2 :type :sp} :weight 4 :damage {:dice "1d6" :type :bludgeoning} :properties [{:key :versatile :detail "1d8"}]} {:key :sickle :name "Sickle" :category :simple-melee :cost {:num 1 :type :gp} :weight 2 :damage {:dice "1d4" :type :slashing} :properties [{:key :light}]} {:key :spear :name "Spear" :category :simple-melee :cost {:num 1 :type :gp} :weight 3 :damage {:dice "1d6" :type :piercing} :properties [{:key :thrown :detail "range 20/60"} {:key :versatile :detail "1d8"}]} - {:key :crossbow-light :name "Crossbow, light" :category :simple-ranged :cost {:num 25 :type :gp} :weight 5 :damage {:dice "1d8" :type :piercing} :properties [{:key :ammunition :detail "range 80/320"} + {:key :crossbow-light :name "Crossbow, Light" :category :simple-ranged :cost {:num 25 :type :gp} :weight 5 :damage {:dice "1d8" :type :piercing} :properties [{:key :ammunition :detail "range 80/320"} {:key :loading} {:key :two-handed}]} {:key :dart :name "Dart" :category :simple-ranged :cost {:num 5 :type :cp} :weight 0.25 :damage {:dice "1d4" :type :piercing} :properties [{:key :finesse} @@ -76,12 +76,12 @@ {:key :leather :name "Leather Armor" :category :light :cost {:num 10 :type :gp} :weight 10 :ac {:base 11 :dex? true} :strength nil :stealth-disadvantage? false} {:key :studded-leather :name "Studded Leather Armor" :category :light :cost {:num 45 :type :gp} :weight 13 :ac {:base 12 :dex? true} :strength nil :stealth-disadvantage? false} {:key :hide :name "Hide Armor" :category :medium :cost {:num 10 :type :gp} :weight 12 :ac {:base 12 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? false} - {:key :chain-shirt :name "Chain shirt" :category :medium :cost {:num 50 :type :gp} :weight 20 :ac {:base 13 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? false} - {:key :scale-mail :name "Scale mail" :category :medium :cost {:num 50 :type :gp} :weight 45 :ac {:base 14 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? true} + {:key :chain-shirt :name "Chain Shirt" :category :medium :cost {:num 50 :type :gp} :weight 20 :ac {:base 13 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? false} + {:key :scale-mail :name "Scale Mail" :category :medium :cost {:num 50 :type :gp} :weight 45 :ac {:base 14 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? true} {:key :breastplate :name "Breastplate" :category :medium :cost {:num 400 :type :gp} :weight 20 :ac {:base 14 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? false} - {:key :half-plate :name "Half plate" :category :medium :cost {:num 750 :type :gp} :weight 40 :ac {:base 15 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? true} - {:key :ring-mail :name "Ring mail" :category :heavy :cost {:num 30 :type :gp} :weight 40 :ac {:base 14 :dex? false} :strength nil :stealth-disadvantage? true} - {:key :chain-mail :name "Chain mail" :category :heavy :cost {:num 75 :type :gp} :weight 55 :ac {:base 16 :dex? false} :strength 13 :stealth-disadvantage? true} + {:key :half-plate :name "Half Plate" :category :medium :cost {:num 750 :type :gp} :weight 40 :ac {:base 15 :dex? true :max-dex 2} :strength nil :stealth-disadvantage? true} + {:key :ring-mail :name "Ring Mail" :category :heavy :cost {:num 30 :type :gp} :weight 40 :ac {:base 14 :dex? false} :strength nil :stealth-disadvantage? true} + {:key :chain-mail :name "Chain Mail" :category :heavy :cost {:num 75 :type :gp} :weight 55 :ac {:base 16 :dex? false} :strength 13 :stealth-disadvantage? true} {:key :splint :name "Splint Armor" :category :heavy :cost {:num 200 :type :gp} :weight 60 :ac {:base 17 :dex? false} :strength 15 :stealth-disadvantage? true} {:key :plate :name "Plate Armor" :category :heavy :cost {:num 1500 :type :gp} :weight 65 :ac {:base 18 :dex? false} :strength 15 :stealth-disadvantage? true} {:key :shield :name "Shield" :category :shield :cost {:num 10 :type :gp} :weight 6 :ac {:bonus 2}}]} diff --git a/resources/public/srd/2014/rules.edn b/resources/public/srd/2014/rules.edn index 2c4cd4731..5bf281e35 100644 --- a/resources/public/srd/2014/rules.edn +++ b/resources/public/srd/2014/rules.edn @@ -1,5 +1,5 @@ ;; Generated by scripts/srd/emit-rules.py (agents/develop) from open5e-api -;; srd-corrections aa51bd8. Do not edit: fix the source and regenerate. +;; srd-corrections 4480957. Do not edit: fix the source and regenerate. {:srd/document "SRD 5.1" :srd/edition 2014 :srd/license "CC BY 4.0" :srd/attribution "This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode." :groups [{:key :playing :name "Playing the Game" :sections [:abilities :saving-throws :time :movement :environment :resting :between-adventures :inspiration]} {:key :combat :name "Combat" :sections [:combat-sequence :movement-and-position :actions-in-combat :attacking :cover :damage-and-healing :mounted-combat :underwater-combat]} {:key :spellcasting :name "Spellcasting" :sections [:spellcasting]} @@ -7,7 +7,7 @@ {:key :equipment :name "Equipment" :sections [:coins :armor :weapons :equipment-packs :tools :mounts-and-vehicles :trade-goods :expenses :selling-treasure]} {:key :game-master :name "Game Master" :sections [:traps :diseases :madness :poisons :objects :planes :pantheons :magic-items :monsters :nonplayer-characters]}] :sections - [{:key :abilities :name "Abilities" :group :playing :pages [76 82] :body [[:p "Six abilities provide a quick description of every creature's physical and mental characteristics:"] [:ul [[:b "Strength"] ", measuring physical power"] [[:b "Dexterity"] ", measuring agility"] [[:b "Constitution"] ", measuring endurance"] [[:b "Intelligence"] ", measuring reasoning and memory"] [[:b "Wisdom"] ", measuring perception and insight"] [[:b "Charisma"] ", measuring force of personality"]] [:p "Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature's assets as well as weaknesses."] [:p "The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number."] [:h 2 "Ability Scores and Modifiers" :ability-scores-and-modifiers] [:p "Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability."] [:p "A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30."] [:p "Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30."] [:p "To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down)."] [:p "Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores."] [:h 2 "Advantage and Disadvantage" :advantage-and-disadvantage] [:p "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."] [:p "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."] [:p "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."] [:p "If two favorable situations grant advantage, for example, you still roll only one additional d20."] [:p "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."] [:p "When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1."] [:p "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."] [:h 2 "Proficiency Bonus" :proficiency-bonus] [:p "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."] [:p "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."] [:p "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."] [:p "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."] [:p "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."] [:h 2 "Ability Checks" :ability-checks] [:p "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."] [:p "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."] [:p "The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs."] [:p "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."] [:h 3 "Contents" :contests] [:p "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."] [:p "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."] [:p "That character or monster either succeeds at the action or prevents the other one from succeeding."] [:p "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."] [:h 3 "Skills" :skills] [:p "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding."] [:p "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."] [:p [:b "Strength"]] [:ul ["Athletics"]] [:p [:b "Dexterity"]] [:ul ["Acrobatics"] ["Sleight of Hand"] ["Stealth"]] [:p [:b "Intelligence"]] [:ul ["Arcana"] ["History"] ["Investigation"] ["Nature"] ["Religion"]] [:p [:b "Wisdom"]] [:ul ["Animal Handling"] ["Insight"] ["Medicine"] ["Perception"] ["Survival"]] [:p [:b "Charisma"]] [:ul ["Deception"] ["Intimidation"] ["Performance"] ["Persuasion"]] [:p "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."] [:p "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."] [:h 4 "Variant: Skills with Different Abilities" :skills-with-different-abilities] [:p "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."] [:h 3 "Passive Checks" :passive-checks] [:p "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."] [:p "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 " [:b "score"] "."] [:p "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."] [:p "The rules on hiding in the Dexterity section below rely on passive checks, as do the exploration rules."] [:h 3 "Working Together" :working-together] [:p "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."] [:p "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."] [:h 4 "Group Checks" :group-checks] [:p "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."] [:p "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."] [:p "Otherwise, the group fails."] [:p "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."] [:p "Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game."] [:h 3 "Strength" :strength] [:p "Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force."] [:h 3 "Strength Checks" :strength-checks] [:p "A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks."] [:h 4 "Athletics" :athletics] [:p "Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: - You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off."] [:ul ["You try to jump an unusually long distance or pull off a stunt midjump."] ["You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]] [:h 3 "Other Strength Checks" :other-strength-checks] [:p "The GM might also call for a Strength check when you try to accomplish tasks like the following: - Force open a stuck, locked, or barred door - Break free of bonds - Push through a tunnel that is too small - Hang on to a wagon while being dragged behind it - Tip over a statue - Keep a boulder from rolling"] [:h 3 "Attack Rolls and Damage" :attack-rolls-and-damage] [:p "You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."] [:h 3 "Lifting and Carrying" :lifting-and-carrying] [:p "Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry."] [:p [:b "Carrying Capacity."] " Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."] [:p [:b "Push, Drag, or Lift."] " You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score)."] [:p "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."] [:p [:b "Size and Strength."] " Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."] [:h 3 "Variant: Encumbrance" :variant-encumbrance] [:p "The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table."] [:p "If you carry weight in excess of 5 times your Strength score, you are " [:b "encumbered"] ", which means your speed drops by 10 feet."] [:p "If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead " [:b "heavily encumbered"] ", which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."] [:h 3 "Dexterity" :dexterity] [:p "Dexterity measures agility, reflexes, and balance."] [:h 3 "Dexterity Checks" :dexterity-checks] [:p "A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks."] [:h 4 "Acrobatics" :acrobatics] [:p "Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."] [:h 4 "Sleight of Hand" :sleight-of-hand] [:p "Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."] [:h 3 "Stealth" :stealth] [:p "Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."] [:h 4 "Other Dexterity Checks" :other-dexterity-checks] [:p "The GM might call for a Dexterity check when you try to accomplish tasks like the following: - Control a heavily laden cart on a steep descent - Steer a chariot around a tight turn - Pick a lock - Disable a trap - Securely tie up a prisoner - Wriggle free of bonds - Play a stringed instrument - Craft a small or detailed object " [:b "Hiding"] " The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence."] [:p "You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase."] [:p "An " [:a {:kind :condition :key :invisible} "invisible"] " creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet."] [:p "In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you."] [:p "However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen."] [:p [:b "Passive Perception."] " When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 - the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14."] [:p [:b "What Can You See?"] " One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be " [:b "lightly"] " or " [:b "heavily obscured"] ", as explained in the-environment."] [:h 3 "Attack Rolls and Damage" :attack-rolls-and-damage-2] [:p "You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."] [:h 3 "Armor Class" :armor-class] [:p "Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class."] [:h 3 "Initiative" :initiative] [:p "At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat."] [:h 3 "Constitution" :constitution] [:p "Constitution measures health, stamina, and vital force."] [:h 3 "Constitution Checks" :constitution-checks] [:p "Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however."] [:p "The GM might call for a Constitution check when you try to accomplish tasks like the following: - Hold your breath - March or labor for hours without rest - Go without sleep - Survive without food or water - Quaff an entire stein of ale in one go ## Hit Points"] [:p "Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points."] [:p "If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."] [:h 3 "Intelligence" :intelligence] [:p "Intelligence measures mental acuity, accuracy of recall, and the ability to reason."] [:h 3 "Intelligence Checks" :intelligence-checks] [:p "An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks."] [:h 4 "Arcana" :arcana] [:p "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."] [:h 4 "History" :history] [:p "Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."] [:h 4 "Investigation" :investigation] [:p "When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check."] [:h 4 "Nature" :nature] [:p "Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."] [:h 4 "Religion" :religion] [:p "Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."] [:h 4 "Other Intelligence Checks" :other-intelligence-checks] [:p "The GM might call for an Intelligence check when you try to accomplish tasks like the following: - Communicate with a creature without using words - Estimate the value of a precious item - Pull together a disguise to pass as a city guard - Forge a document - Recall lore about a craft or trade - Win a game of skill"] [:h 3 "Spellcasting Ability" :spellcasting-ability] [:p "Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."] [:h 3 "Wisdom" :wisdom] [:p "Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition."] [:h 3 "Wisdom Checks" :wisdom-checks] [:p "A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks."] [:h 4 "Animal Handling" :animal-handling] [:p "When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver."] [:h 4 "Insight" :insight] [:p "Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."] [:h 4 "Medicine" :medicine] [:p "A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness."] [:h 4 "Perception" :perception] [:p "Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door."] [:h 4 "Survival" :survival] [:p "The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."] [:h 4 "Other Wisdom Checks" :other-wisdom-checks] [:p "The GM might call for a Wisdom check when you try to accomplish tasks like the following: - Get a gut feeling about what course of action to follow - Discern whether a seemingly dead or living creature is undead ## Spellcasting Ability"] [:p "Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."] [:h 3 "Charisma" :charisma] [:p "Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality."] [:h 3 "Charisma Checks" :charisma-checks] [:p "A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks."] [:h 4 "Deception" :deception] [:p "Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."] [:h 4 "Intimidation" :intimidation] [:p "When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."] [:h 4 "Performance" :performance] [:p "Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."] [:h 4 "Persuasion" :persuasion] [:p "When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk"] [:h 4 "Other Charisma Checks" :other-charisma-checks] [:p "The GM might call for a Charisma check when you try to accomplish tasks like the following:"] [:ul ["Find the best person to talk to for news, rumors, and gossip"] ["Blend into a crowd to get the sense of key topics of conversation"]] [:h 3 "Spellcasting Ability" :spellcasting-ability-2] [:p "Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."]]} + [{:key :abilities :name "Abilities" :group :playing :pages [76 82] :body [[:p "Six abilities provide a quick description of every creature's physical and mental characteristics:"] [:ul [[:b "Strength"] ", measuring physical power"] [[:b "Dexterity"] ", measuring agility"] [[:b "Constitution"] ", measuring endurance"] [[:b "Intelligence"] ", measuring reasoning and memory"] [[:b "Wisdom"] ", measuring perception and insight"] [[:b "Charisma"] ", measuring force of personality"]] [:p "Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature's assets as well as weaknesses."] [:p "The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number."] [:h 2 "Ability Scores and Modifiers" :ability-scores-and-modifiers] [:p "Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability."] [:p "A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30."] [:p "Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30."] [:p "To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down)."] [:p "Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores."] [:h 2 "Advantage and Disadvantage" :advantage-and-disadvantage] [:p "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."] [:p "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."] [:p "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."] [:p "If two favorable situations grant advantage, for example, you still roll only one additional d20."] [:p "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."] [:p "When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1."] [:p "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."] [:h 2 "Proficiency Bonus" :proficiency-bonus] [:p "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."] [:p "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."] [:p "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."] [:p "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."] [:p "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."] [:h 2 "Ability Checks" :ability-checks] [:p "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."] [:p "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."] [:p "The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs."] [:p "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."] [:h 3 "Contents" :contests] [:p "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."] [:p "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."] [:p "That character or monster either succeeds at the action or prevents the other one from succeeding."] [:p "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."] [:h 3 "Skills" :skills] [:p "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding."] [:p "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."] [:p [:b "Strength"]] [:ul ["Athletics"]] [:p [:b "Dexterity"]] [:ul ["Acrobatics"] ["Sleight of Hand"] ["Stealth"]] [:p [:b "Intelligence"]] [:ul ["Arcana"] ["History"] ["Investigation"] ["Nature"] ["Religion"]] [:p [:b "Wisdom"]] [:ul ["Animal Handling"] ["Insight"] ["Medicine"] ["Perception"] ["Survival"]] [:p [:b "Charisma"]] [:ul ["Deception"] ["Intimidation"] ["Performance"] ["Persuasion"]] [:p "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."] [:p "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."] [:h 4 "Variant: Skills with Different Abilities" :skills-with-different-abilities] [:p "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."] [:h 3 "Passive Checks" :passive-checks] [:p "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."] [:p "Here's how to determine a character's total for a passive check:"] [:aside [:p "10 + all modifiers that normally apply to the check"]] [:p "If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a " [:b "score"] "."] [:p "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."] [:p "The rules on hiding in the Dexterity section below rely on passive checks, as do the exploration rules."] [:h 3 "Working Together" :working-together] [:p "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."] [:p "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."] [:h 4 "Group Checks" :group-checks] [:p "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."] [:p "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."] [:p "Otherwise, the group fails."] [:p "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."] [:p "Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game."] [:h 3 "Strength" :strength] [:p "Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force."] [:h 3 "Strength Checks" :strength-checks] [:p "A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks."] [:h 4 "Athletics" :athletics] [:p "Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:"] [:ul ["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off."] ["You try to jump an unusually long distance or pull off a stunt midjump."] ["You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]] [:h 3 "Other Strength Checks" :other-strength-checks] [:p "The GM might also call for a Strength check when you try to accomplish tasks like the following:"] [:ul ["Force open a stuck, locked, or barred door"] ["Break free of bonds"] ["Push through a tunnel that is too small"] ["Hang on to a wagon while being dragged behind it"] ["Tip over a statue"] ["Keep a boulder from rolling"]] [:h 3 "Attack Rolls and Damage" :attack-rolls-and-damage] [:p "You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."] [:h 3 "Lifting and Carrying" :lifting-and-carrying] [:p "Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry."] [:p [:b "Carrying Capacity."] " Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."] [:p [:b "Push, Drag, or Lift."] " You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score)."] [:p "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."] [:p [:b "Size and Strength."] " Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."] [:h 3 "Variant: Encumbrance" :variant-encumbrance] [:p "The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table."] [:p "If you carry weight in excess of 5 times your Strength score, you are " [:b "encumbered"] ", which means your speed drops by 10 feet."] [:p "If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead " [:b "heavily encumbered"] ", which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."] [:h 3 "Dexterity" :dexterity] [:p "Dexterity measures agility, reflexes, and balance."] [:h 3 "Dexterity Checks" :dexterity-checks] [:p "A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks."] [:h 4 "Acrobatics" :acrobatics] [:p "Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."] [:h 4 "Sleight of Hand" :sleight-of-hand] [:p "Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."] [:h 3 "Stealth" :stealth] [:p "Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."] [:h 4 "Other Dexterity Checks" :other-dexterity-checks] [:p "The GM might call for a Dexterity check when you try to accomplish tasks like the following:"] [:ul ["Control a heavily laden cart on a steep descent"] ["Steer a chariot around a tight turn"] ["Pick a lock"] ["Disable a trap"] ["Securely tie up a prisoner"] ["Wriggle free of bonds"] ["Play a stringed instrument"] ["Craft a small or detailed object"]] [:p [:b "Hiding"]] [:p "The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence."] [:p "You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase."] [:p "An " [:a {:kind :condition :key :invisible} "invisible"] " creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet."] [:p "In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you."] [:p "However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen."] [:p [:b "Passive Perception."] " When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14."] [:p [:b "What Can You See?"] " One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be " [:b "lightly"] " or " [:b "heavily obscured"] ", as explained in the-environment."] [:h 3 "Attack Rolls and Damage" :attack-rolls-and-damage-2] [:p "You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."] [:h 3 "Armor Class" :armor-class] [:p "Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class."] [:h 3 "Initiative" :initiative] [:p "At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat."] [:h 3 "Constitution" :constitution] [:p "Constitution measures health, stamina, and vital force."] [:h 3 "Constitution Checks" :constitution-checks] [:p "Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however."] [:p "The GM might call for a Constitution check when you try to accomplish tasks like the following:"] [:ul ["Hold your breath"] ["March or labor for hours without rest"] ["Go without sleep"] ["Survive without food or water"] ["Quaff an entire stein of ale in one go"]] [:h 3 "Hit Points" :hit-points] [:p "Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points."] [:p "If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."] [:h 3 "Intelligence" :intelligence] [:p "Intelligence measures mental acuity, accuracy of recall, and the ability to reason."] [:h 3 "Intelligence Checks" :intelligence-checks] [:p "An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks."] [:h 4 "Arcana" :arcana] [:p "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."] [:h 4 "History" :history] [:p "Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."] [:h 4 "Investigation" :investigation] [:p "When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check."] [:h 4 "Nature" :nature] [:p "Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."] [:h 4 "Religion" :religion] [:p "Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."] [:h 4 "Other Intelligence Checks" :other-intelligence-checks] [:p "The GM might call for an Intelligence check when you try to accomplish tasks like the following:"] [:ul ["Communicate with a creature without using words"] ["Estimate the value of a precious item"] ["Pull together a disguise to pass as a city guard"] ["Forge a document"] ["Recall lore about a craft or trade"] ["Win a game of skill"]] [:h 3 "Spellcasting Ability" :spellcasting-ability] [:p "Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."] [:h 3 "Wisdom" :wisdom] [:p "Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition."] [:h 3 "Wisdom Checks" :wisdom-checks] [:p "A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks."] [:h 4 "Animal Handling" :animal-handling] [:p "When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver."] [:h 4 "Insight" :insight] [:p "Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."] [:h 4 "Medicine" :medicine] [:p "A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness."] [:h 4 "Perception" :perception] [:p "Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door."] [:h 4 "Survival" :survival] [:p "The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."] [:h 4 "Other Wisdom Checks" :other-wisdom-checks] [:p "The GM might call for a Wisdom check when you try to accomplish tasks like the following:"] [:ul ["Get a gut feeling about what course of action to follow"] ["Discern whether a seemingly dead or living creature is undead"]] [:h 3 "Spellcasting Ability" :spellcasting-ability-2] [:p "Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."] [:h 3 "Charisma" :charisma] [:p "Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality."] [:h 3 "Charisma Checks" :charisma-checks] [:p "A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks."] [:h 4 "Deception" :deception] [:p "Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."] [:h 4 "Intimidation" :intimidation] [:p "When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."] [:h 4 "Performance" :performance] [:p "Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."] [:h 4 "Persuasion" :persuasion] [:p "When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk"] [:h 4 "Other Charisma Checks" :other-charisma-checks] [:p "The GM might call for a Charisma check when you try to accomplish tasks like the following:"] [:ul ["Find the best person to talk to for news, rumors, and gossip"] ["Blend into a crowd to get the sense of key topics of conversation"]] [:h 3 "Spellcasting Ability" :spellcasting-ability-3] [:p "Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."]]} {:key :saving-throws :name "Saving Throws" :group :playing :pages [83 83] :body [[:p "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."] [:p "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."] [:p "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."] [:p "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."] [:p "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."]]} {:key :time :name "Time" :group :playing :pages [84 84] :body [[:p "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 " [:b "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 " [:b "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."] [:p "For long journeys, a scale of " [:b "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."] [:p "In combat and other fast-paced situations, the game relies on " [:b "rounds"] ", a 6-second span of time."]]} {:key :movement :name "Movement" :group :playing :pages [84 85] :body [[:p "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."] [:p "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."] [:p "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."] [:h 2 "Speed" :speed] [:p "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."] [:p "The following rules determine how far a character or monster can move in a minute, an hour, or a day."] [:h 3 "Travel Pace" :travel-pace] [:p "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."] [:p [:b "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 " [:a {:kind :condition :key :exhaustion} "exhaustion"] "."] [:p "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 " [:a {:kind :condition :key :exhaustion} "exhaustion"] "."] [:p [:b "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."] [:p "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."] [:p "Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly."] [:h 3 "Difficult Terrain" :difficult-terrain] [:p "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."] [:p "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."] [:h 2 "Special Types of Movement" :special-types-of-movement] [:p "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."] [:h 3 "Climbing, Swimming and Crawling" :climbing-swimming-crawling] [:p "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."] [:h 3 "Jumping" :jumping] [:p "Your Strength determines how far you can jump."] [:p [:b "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."] [:p "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."] [:p "Otherwise, you hit it."] [:p "When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land " [:a {:kind :condition :key :prone} "prone"] "."] [:p [:b "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."] [:p "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."]]} @@ -26,27 +26,27 @@ {:key :spellcasting :name "Spellcasting" :group :spellcasting :pages [100 103] :body [[:p "Magic permeates fantasy gaming worlds and often appears in the form of a spell."] [:p "This section provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here."] [:h 2 "What Is a Spell?" :what-is-a-spell] [:p "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."] [:p "Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead."] [:p "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."] [:h 2 "Spell Level" :spell-level] [:p "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) " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] " at 1st level and the earth-shaking " [:a {:kind :spell :key :wish} [:i "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."] [:p "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."] [:h 2 "Known and Prepared Spells" :known-and-prepared-spells] [:p "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."] [:p "In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level."] [:h 2 "Spell Slots" :spell-slots] [:p "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."] [:p "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 " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] ", a 1st-level spell, she spends one of her four 1st-level slots and has three remaining."] [:p "Finishing a long rest restores any expended spell slots."] [:p "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."] [:h 3 "Casting a Spell at a Higher Level" :casting-a-spell-at-higher-level] [:p "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 " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] " using one of her 2nd-level slots, that " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] " is 2nd level. Effectively, the spell expands to fill the slot it is put into."] [:p "Some spells, such as " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] " and " [:a {:kind :spell :key :cure-wounds} [:i "cure wounds"]] ", have more powerful effects when cast at a higher level, as detailed in a spell's description."] [:h 2 "Casting in Armor" :casting-in-armor] [:p "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."] [:h 2 "Cantrips" :cantrips] [:p "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."] [:h 2 "Rituals" :rituals] [:p "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."] [:p "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."] [:h 2 "Casting a Spell" :casting-a-spell] [:p "When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects."] [:p "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."] [:h 2 "Casting Time" :casting-time] [:p "Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast."] [:h 3 "Bonus Action" :bonus-action] [:p "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."] [:h 3 "Bonus Action" :reactions] [:p "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."] [:h 3 "Longer Casting Times" :longer-casting-times] [:p "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."] [:h 3 "Spell Range" :spell-range] [:p "The target of a spell must be within the spell's range. For a spell like " [:a {:kind :spell :key :magic-missile} [:i "magic missile"]] ", the target is a creature. For a spell like " [:a {:kind :spell :key :fireball} [:i "fireball"]] ", the target is the point in space where the ball of fire erupts."] [:p "Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the " [:a {:kind :spell :key :shield} [:i "shield"]] " spell, affect only you. These spells have a range of self."] [:p "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 " [:a {:kind :rule :section :spellcasting :anchor :areas-of-effect} "“Areas of Effect”"] ")."] [:p "Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."] [:h 2 "Components" :components] [:p "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."] [:h 4 "Verbal (V)" :verbal-v] [:p "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 " [:a {:kind :spell :key :silence} [:i "silence"]] " spell, can't cast a spell with a verbal component."] [:h 4 "Somatic (S)" :somatic-s] [:p "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."] [:h 4 "Material (M)" :material-m] [:p "Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a " [:b "component pouch"] " or a " [:b "spellcasting focus"] " (found in " [:a {:kind :rule :section :backgrounds :anchor :equipment} "“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."] [:p "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."] [:p "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"] [:h 2 "Duration" :duration] [:p "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."] [:h 4 "Instantaneous" :instantaneous] [:p "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."] [:h 4 "Concentration" :concentration] [:p "Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends."] [:p "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)."] [:p "Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:"] [:ul [[:b "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."] [[:b "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."] [[:b "Being " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or killed."] " You lose concentration on a spell if you are " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or if you die."]] [:p "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."] [:h 2 "Targets" :targets] [:p "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)."] [:p "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."] [:h 4 "A Clear Path to the Target" :a-clear-path-to-the-target] [:p "To target something, you must have a clear path to it, so it can't be behind total cover."] [:p "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."] [:h 4 "Targeting Yourself" :targeting-yourself] [:p "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."] [:h 2 "Areas of Effect" :areas-of-effect] [:p "Spells such as " [:a {:kind :spell :key :burning-hands} [:i "burning hands"]] " and " [:a {:kind :spell :key :cone-of-cold} [:i "cone of cold"]] " cover an area, allowing them to affect multiple creatures at once."] [:p "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 " [:b "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."] [:p "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."] [:h 4 "Cone" :cone] [:p "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."] [:p "A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."] [:h 4 "Cube" :cube] [:p "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."] [:p "A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."] [:h 4 "Cylinder" :cylinder] [:p "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."] [:p "A cylinder's point of origin is included in the cylinder's area of effect."] [:h 4 "Line" :line] [:p "A line extends from its point of origin in a straight path up to its length and covers an area defined by its width."] [:p "A line's point of origin is not included in the line's area of effect, unless you decide otherwise."] [:h 4 "Sphere" :sphere] [:p "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."] [:p "A sphere's point of origin is included in the sphere's area of effect."] [:h 3 "Spell Saving Throws" :spell-saving-throws] [:p "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."] [:p "The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."] [:h 2 "Spell Attack Rolls" :spell-attack-rolls] [:p "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."] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] "."] [:h 2 "The Schools of Magic" :schools-of-magic] [:p "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."] [:aside [:p "The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p "Creating the undead through the use of necromancy spells such as " [:a {:kind :spell :key :animate-dead} [:i "animate dead"]] " is not a good act, and only evil casters use such spells frequently."] [:p [:b "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."]] [:h 3 "Combining Magical Effects" :combining-magical-effects] [:p "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."] [:p "For example, if two clerics cast " [:a {:kind :spell :key :bless} [:i "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."]]} {:key :races :name "Races" :group :characters :pages [3 3] :body [[:h 2 "Racial Traits" :acial-traits] [:p "The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races."] [:h 3 "Ability Score Increases" :bility-score-increases] [:p "Every race increases one or more of a character’s ability scores."] [:h 3 "Age" :ge] [:p "The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom."] [:h 3 "Alignment" :lignment] [:p "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character."] [:h 3 "Size" :ize] [:p "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\""] [:h 3 "Speed" :peed] [:p "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\")."] [:h 3 "Languages" :anguages] [:p "By virtue of your race, your character can speak, read, and write certain languages."] [:h 3 "Subraces" :ubraces] [:p "Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world."]]} {:key :backgrounds :name "Background" :group :characters :pages [60 60] :body [[:p "Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester."] [:p "Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is " [:i "what changed"] "? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have " [:i "more"] " money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?"] [:p "The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions."] [:h 2 "Proficiencies" :proficiencies] [:p "Each background gives a character proficiency in two skills (described in “Using Ability Scores”)."] [:p "In addition, most backgrounds give a character proficiency with one or more tools (detailed in " [:a {:kind :rule :section :backgrounds :anchor :equipment} "“Equipment”"] ")."] [:p "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."] [:h 2 "Languages" :languages] [:p "Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages."] [:h 2 "Equipment" :equipment] [:p "Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background."] [:h 2 "Suggested Characteristics" :suggested-characteristics] [:p "A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation."] [:h 2 "Customizing a Background" :customizing-a-background] [:p "You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one."]]} - {:key :alignment :name "Alignment" :group :characters :pages [58 59] :body [[:p "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."] [:p "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "Lawful neutral"] " (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral."] [:p [:b "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."] [:p [:b "Chaotic neutral"] " (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral."] [:p [:b "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."] [:p [:b "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."] [:p [:b "Chaotic evil"] " (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."] [:h 2 "Alignment in the Multiverse" :alignment-in-the-multiverse] [:p "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."] [:p "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.)"] [:p "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."] [:p "Most creatures that lack the capacity for rational thought do not have alignments-they are " [:b "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."]]} + {:key :alignment :name "Alignment" :group :characters :pages [58 59] :body [[:p "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."] [:p "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "Lawful neutral"] " (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral."] [:p [:b "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."] [:p [:b "Chaotic neutral"] " (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral."] [:p [:b "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."] [:p [:b "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."] [:p [:b "Chaotic evil"] " (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."] [:h 2 "Alignment in the Multiverse" :alignment-in-the-multiverse] [:p "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."] [:p "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.)"] [:p "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."] [:p "Most creatures that lack the capacity for rational thought do not have alignments-they are " [:b "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."]]} {:key :languages :name "Languages" :group :characters :pages [59 59] :body [[:p "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."] [:p "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."] [:p "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 {:columns ["Language" "Typical Speakers" "Script"] :rows [[["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"]]] :caption "Standard Languages"}] [:table {:columns ["Language" "Typical Speakers" "Script"] :rows [[["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"]]] :caption "Exotic Languages"}]]} {:key :leveling-up :name "Leveling Up" :group :characters :pages [56 56] :body [[:p "As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called " [:b "gaining a level"] "."] [:p "When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels."] [:p "Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up)."] [:p "When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8."] [:p "The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level."] [:table {:columns ["Experience Points" "Level" "Proficiency Bonus"] :rows [[["0"] ["1"] ["+2"]] [["300"] ["2"] ["+2"]] [["900"] ["3"] ["+2"]] [["2,700"] ["4"] ["+2"]] [["6,500"] ["5"] ["+3"]] [["14,000"] ["6"] ["+3"]] [["23,000"] ["7"] ["+3"]] [["34,000"] ["8"] ["+3"]] [["48,000"] ["9"] ["+4"]] [["64,000"] ["10"] ["+4"]] [["85,000"] ["11"] ["+4"]] [["100,000"] ["12"] ["+4"]] [["120,000"] ["13"] ["+5"]] [["140,000"] ["14"] ["+5"]] [["165,000"] ["15"] ["+5"]] [["195,000"] ["16"] ["+5"]] [["225,000"] ["17"] ["+6"]] [["265,000"] ["18"] ["+6"]] [["305,000"] ["19"] ["+6"]] [["355,000"] ["20"] ["+6"]]] :caption "Character Advancement"}]]} - {:key :multiclassing :name "Multiclassing" :group :characters :pages [56 57] :body [[:p "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."] [:p "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."] [:p "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."] [:h 2 "Prerequisites" :prerequistes] [:p "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 {:columns ["Class" "Ability Score Minimum"] :rows [[["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"]]] :caption "Multiclassing Prerequisites"}] [:h 2 "Experience Points" :experience-points] [:p "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."] [:h 2 "Hit Points and Hit Dice" :hit-points-and-hit-dice] [:p "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."] [:p "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."] [:h 2 "Hit Points and Hit Dice" :proficiency-bonus] [:p "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, 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."] [:h 2 "Proficiencies" :proficiencies] [:p "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 {:columns ["Class" "Proficiencies Gained"] :rows [[["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"] ["-"]]] :caption "Multiclassing Proficiencies"}] [:h 2 "Class Features" :class-features] [:p "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."] [:h 2 "Channel Divinity" :channel-divinity] [:p "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."] [:h 2 "Extra Attack" :extra-attack] [:p "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."] [:h 2 "Unarmored Defense" :unarmored-defense] [:p "If you already have the Unarmored Defense feature, you can't gain it again from another class."] [:h 2 "Spellcasting" :spellcasting] [:p "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."] [:p [:b [:i "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."] [:p "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."] [:p [:b [:i "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."] [:p "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 " [:a {:kind :spell :key :burning-hands} [:i "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."] [:p "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."] [:p [:b [:i "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 {:columns ["Level" "1st" "2nd" "3rd" "4th" "5th" "6th" "7th" "8th" "9th"] :rows [[["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"]]] :caption "Multiclass Spellcaster: Spell Slots per Spell Level"}]]} + {:key :multiclassing :name "Multiclassing" :group :characters :pages [56 57] :body [[:p "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."] [:p "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."] [:p "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."] [:h 2 "Prerequisites" :prerequistes] [:p "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 {:columns ["Class" "Ability Score Minimum"] :rows [[["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"]]] :caption "Multiclassing Prerequisites"}] [:h 2 "Experience Points" :experience-points] [:p "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."] [:h 2 "Hit Points and Hit Dice" :hit-points-and-hit-dice] [:p "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."] [:p "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."] [:h 2 "Hit Points and Hit Dice" :proficiency-bonus] [:p "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, 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."] [:h 2 "Proficiencies" :proficiencies] [:p "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 {:columns ["Class" "Proficiencies Gained"] :rows [[["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"] ["-"]]] :caption "Multiclassing Proficiencies"}] [:h 2 "Class Features" :class-features] [:p "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."] [:h 2 "Channel Divinity" :channel-divinity] [:p "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."] [:h 2 "Extra Attack" :extra-attack] [:p "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."] [:h 2 "Unarmored Defense" :unarmored-defense] [:p "If you already have the Unarmored Defense feature, you can't gain it again from another class."] [:h 2 "Spellcasting" :spellcasting] [:p "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."] [:p [:b [:i "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."] [:p "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."] [:p [:b [:i "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."] [:p "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 " [:a {:kind :spell :key :burning-hands} [:i "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."] [:p "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."] [:p [:b [:i "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 {:columns ["Level" "1st" "2nd" "3rd" "4th" "5th" "6th" "7th" "8th" "9th"] :rows [[["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"]]] :caption "Multiclass Spellcaster: Spell Slots per Spell Level"}]]} {:key :feats :name "Feats" :group :characters :pages [75 75] :body [[:p "A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides."] [:p "At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise."] [:p "You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored."]]} {:key :coins :name "Coins" :group :equipment :pages [62 62] :body [[:p "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp)."] [:p "With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods."] [:p "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn."] [:p "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk."] [:p "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces."] [:p "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound."] [:h 2 "Training" :exchange-rates] [:table {:columns ["Coin" "CP" "SP" "EP" "GP" "PP"] :rows [[["Copper (cp)"] ["1"] ["1/10"] ["1/50"] ["1/100"] ["1/1,000"]] [["Silver (sp)"] ["10"] ["1"] ["1/5"] ["1/10"] ["1/100"]] [["Electrum (ep)"] ["50"] ["5"] ["1"] ["1/2"] ["1/20"]] [["Gold (gp)"] ["100"] ["10"] ["2"] ["1"] ["1/10"]] [["Platinum (pp)"] ["1,000"] ["100"] ["20"] ["10"] ["1"]]]}]]} {:key :armor :name "Armor" :group :equipment :pages [62 64] :body [[:p "Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield."] [:p "The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds."] [:p [:b [:i "Armor Proficiency."]] " Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."] [:p [:b [:i "Armor Class (AC)."]] " Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."] [:p [:b [:i "Heavy Armor."]] " Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."] [:p [:b [:i "Stealth."]] " If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks."] [:p [:b [:i "Shields."]] " A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."] [:h 2 "Light Armor" :light-armor] [:p "Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class."] [:p [:b [:i "Padded."]] " Padded armor consists of quilted layers of cloth and batting."] [:p [:b [:i "Leather."]] " The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."] [:p [:b [:i "Studded Leather."]] " Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."] [:h 2 "Medium Armor" :medium-armor] [:p "Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class."] [:p [:b [:i "Hide."]] " This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."] [:p [:b [:i "Chain Shirt."]] " Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."] [:p [:b [:i "Scale Mail."]] " This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."] [:p [:b [:i "Breastplate."]] " This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."] [:p [:b [:i "Half Plate."]] " Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."] [:h 2 "Heavy Armor" :heavy-armor] [:p "Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk."] [:p "Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative."] [:p [:b [:i "Ring Mail."]] " This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."] [:p [:b [:i "Chain Mail."]] " Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."] [:p [:b [:i "Splint."]] " This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."] [:p [:b [:i "Plate."]] " Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."] [:h 2 "Armor Table" :armor-table] [:table {:columns ["Armor" "Cost" "Armor Class (AC)" "Strength" "Stealth" "Weight"] :rows [[[[:b [:i "Light Armor"]]] [] [] [] [] []] [["Padded"] ["5 gp"] ["11 + Dex modifier"] ["-"] ["Disadvantage"] ["8 lb."]] [["Leather"] ["10 gp"] ["11 + Dex modifier"] ["-"] ["-"] ["10 lb."]] [["Studded leather"] ["45 gp"] ["12 + Dex modifier"] ["-"] ["-"] ["13 lb."]] [[[:b [:i "Medium Armor"]]] [] [] [] [] []] [["Hide"] ["10 gp"] ["12 + Dex modifier (max 2)"] ["-"] ["-"] ["12 lb."]] [["Chain shirt"] ["50 gp"] ["13 + Dex modifier (max 2)"] ["-"] ["-"] ["20 lb."]] [["Scale mail"] ["50 gp"] ["14 + Dex modifier (max 2)"] ["-"] ["Disadvantage"] ["45 lb."]] [["Breastplate"] ["400 gp"] ["14 + Dex modifier (max 2)"] ["-"] ["-"] ["20 lb."]] [["Half plate"] ["750 gp"] ["15 + Dex modifier (max 2)"] ["-"] ["Disadvantage"] ["40 lb."]] [[[:b [:i "Heavy Armor"]]] [] [] [] [] []] [["Ring mail"] ["30 gp"] ["14"] ["-"] ["Disadvantage"] ["40 lb."]] [["Chain mail"] ["75 gp"] ["16"] ["Str 13"] ["Disadvantage"] ["55 lb."]] [["Splint"] ["200 gp"] ["17"] ["Str 15"] ["Disadvantage"] ["60 lb."]] [["Plate"] ["1,500 gp"] ["18"] ["Str 15"] ["Disadvantage"] ["65 lb."]] [[[:b [:a {:kind :spell :key :shield} [:i "Shield"]]]] [] [] [] [] []] [["Shield"] ["10 gp"] ["+2"] ["-"] ["-"] ["6 lb."]]]}] [:h 2 "Getting Into and Out of Armor" :donning-and-doffing] [:p "The time it takes to don or doff armor depends on the armor's category."] [:p [:b [:i "Don."]] " This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."] [:p [:b [:i "Doff."]] " This is the time it takes to take off armor. If you have help, reduce this time by half."] [:table {:columns ["Category" "Don" "Doff"] :rows [[["Light Armor"] ["1 minute"] ["1 minute"]] [["Medium Armor"] ["5 minutes"] ["1 minute"]] [["Heavy Armor"] ["10 minutes"] ["5 minutes"]] [["Shield"] ["1 action"] ["1 action"]]] :caption "Donning and Doffing Armor"}]]} {:key :weapons :name "Weapons" :group :equipment :pages [64 65] :body [[:p "Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring."] [:p "The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A " [:b "melee weapon"] " is used to attack a target within 5 feet of you, whereas a " [:b "ranged weapon"] " is used to attack a target at a distance."] [:h 2 "Weapon Proficiency" :weapon-proficiency] [:p "Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are " [:b "simple"] " and " [:b "martial"] ". Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use."] [:p "Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."] [:h 2 "Weapon Properties" :weapon-properties] [:p "Many weapons have special properties related to their use, as shown in the Weapons table."] [:p [:b [:i "Ammunition."]] " You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield."] [:p "If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see " [:a {:kind :rule :section :weapons :anchor :improvised-weapons} "“Improvised Weapons”"] " later in the section). A sling must be loaded to deal any damage when used in this way."] [:p [:b [:i "Finesse."]] " When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."] [:p [:b [:i "Heavy."]] " Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively."] [:p [:b [:a {:kind :spell :key :light} [:i "Light"]]] ". A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons."] [:p [:b [:i "Loading."]] " Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."] [:p [:b [:i "Range."]] " A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."] [:p [:b [:i "Reach."]] " This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it."] [:p [:b [:i "Special."]] " A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see " [:a {:kind :rule :section :weapons :anchor :special-weapons} "“Special Weapons”"] " later in this section)."] [:p [:b [:i "Thrown."]] " If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."] [:p [:b [:i "Two-Handed."]] " This weapon requires two hands when you attack with it."] [:p [:b [:i "Versatile."]] " This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."] [:h 2 "Improvised Weapons" :improvised-weapons] [:p "Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin."] [:p "Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus."] [:p "An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."] [:h 3 "Silvered Weapons" :silvered-weapons] [:p "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."] [:h 3 "Special Weapons" :special-weapons] [:p "Weapons with special rules are described here."] [:p [:b [:i "Lance."]] " You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."] [:p [:b [:i "Net."]] " A Large or smaller creature hit by a net is " [:a {:kind :condition :key :restrained} "restrained"] " until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net."] [:p "When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."] [:h 3 "Weapons Table" :weapons-table] [:table {:columns ["Name" "Cost" "Damage" "Weight" "Properties"] :rows [[[[:b [:i "Simple Melee Weapons"]]] [] [] [] []] [["Club"] ["1 sp"] ["1d4 bludgeoning"] ["2 lb."] ["Light"]] [["Dagger"] ["2 gp"] ["1d4 piercing"] ["1 lb."] ["Finesse, light, thrown (range 20/60)"]] [["Greatclub"] ["2 sp"] ["1d8 bludgeoning"] ["10 lb."] ["Two-handed"]] [["Handaxe"] ["5 gp"] ["1d6 slashing"] ["2 lb."] ["Light, thrown (range 20/60)"]] [["Javelin"] ["5 sp"] ["1d6 piercing"] ["2 lb."] ["Thrown (range 30/120)"]] [["Light hammer"] ["2 gp"] ["1d4 bludgeoning"] ["2 lb."] ["Light, thrown (range 20/60)"]] [["Mace"] ["5 gp"] ["1d6 bludgeoning"] ["4 lb."] ["-"]] [["Quarterstaff"] ["2 sp"] ["1d6 bludgeoning"] ["4 lb."] ["Versatile (1d8)"]] [["Sickle"] ["1 gp"] ["1d4 slashing"] ["2 lb."] ["Light"]] [["Spear"] ["1 gp"] ["1d6 piercing"] ["3 lb."] ["Thrown (range 20/60), versatile (1d8)"]] [[[:b [:i "Simple Ranged Weapons"]]] [] [] [] []] [["Crossbow, light"] ["25 gp"] ["1d8 piercing"] ["5 lb."] ["Ammunition (range 80/320), loading, two-handed"]] [["Dart"] ["5 cp"] ["1d4 piercing"] ["1/4 lb."] ["Finesse, thrown (range 20/60)"]] [["Shortbow"] ["25 gp"] ["1d6 piercing"] ["2 lb."] ["Ammunition (range 80/320), two-handed"]] [["Sling"] ["1 sp"] ["1d4 bludgeoning"] ["-"] ["Ammunition (range 30/120)"]] [[[:b [:i "Martial Melee Weapons"]]] [] [] [] []] [["Battleaxe"] ["10 gp"] ["1d8 slashing"] ["4 lb."] ["Versatile (1d10)"]] [["Flail"] ["10 gp"] ["1d8 bludgeoning"] ["2 lb."] ["-"]] [["Glaive"] ["20 gp"] ["1d10 slashing"] ["6 lb."] ["Heavy, reach, two-handed"]] [["Greataxe"] ["30 gp"] ["1d12 slashing"] ["7 lb."] ["Heavy, two-handed"]] [["Greatsword"] ["50 gp"] ["2d6 slashing"] ["6 lb."] ["Heavy, two-handed"]] [["Halberd"] ["20 gp"] ["1d10 slashing"] ["6 lb."] ["Heavy, reach, two-handed"]] [["Lance"] ["10 gp"] ["1d12 piercing"] ["6 lb."] ["Reach, special"]] [["Longsword"] ["15 gp"] ["1d8 slashing"] ["3 lb."] ["Versatile (1d10)"]] [["Maul"] ["10 gp"] ["2d6 bludgeoning"] ["10 lb."] ["Heavy, two-handed"]] [["Morningstar"] ["15 gp"] ["1d8 piercing"] ["4 lb."] ["-"]] [["Pike"] ["5 gp"] ["1d10 piercing"] ["18 lb."] ["Heavy, reach, two-handed"]] [["Rapier"] ["25 gp"] ["1d8 piercing"] ["2 lb."] ["Finesse"]] [["Scimitar"] ["25 gp"] ["1d6 slashing"] ["3 lb."] ["Finesse, light"]] [["Shortsword"] ["10 gp"] ["1d6 piercing"] ["2 lb."] ["Finesse, light"]] [["Trident"] ["5 gp"] ["1d6 piercing"] ["4 lb."] ["Thrown (range 20/60), versatile (1d8)"]] [["War pick"] ["5 gp"] ["1d8 piercing"] ["2 lb."] ["-"]] [["Warhammer"] ["15 gp"] ["1d8 bludgeoning"] ["2 lb."] ["Versatile (1d10)"]] [["Whip"] ["2 gp"] ["1d4 slashing"] ["3 lb."] ["Finesse, reach"]] [[[:b [:i "Martial Ranged Weapons"]]] [] [] [] []] [["Blowgun"] ["10 gp"] ["1 piercing"] ["1 lb."] ["Ammunition (range 25/100), loading"]] [["Crossbow, hand"] ["75 gp"] ["1d6 piercing"] ["3 lb."] ["Ammunition (range 30/120), light, loading"]] [["Crossbow, heavy"] ["50 gp"] ["1d10 piercing"] ["18 lb."] ["Ammunition (range 100/400), heavy, loading, two-handed"]] [["Longbow"] ["50 gp"] ["1d8 piercing"] ["2 lb."] ["Ammunition (range 150/600), heavy, two-handed"]] [["Net"] ["1 gp"] ["-"] ["3 lb."] ["Special, thrown (range 5/15)"]]]}]]} {:key :equipment-packs :name "Equipment Packs" :group :equipment :pages [70 70] :body [[:p "The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here."] [:p "If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually."] [:p [:b "Burglar's Pack (16 gp)."] " Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."] [:p [:b "Diplomat's Pack (39 gp)."] " Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."] [:p [:b "Dungeoneer's Pack (12 gp)."] " Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."] [:p [:b "Entertainer's Pack (40 gp)."] " Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."] [:p [:b "Explorer's Pack (10 gp)."] " Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."] [:p [:b "Priest's Pack (19 gp)."] " Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."] [:p [:b "Scholar's Pack (40 gp)."] " Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheet of parchment, a little bag of sand, and a small knife."]]} - {:key :tools :name "Tools" :group :equipment :pages [70 70] :body [[:p "A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood."] [:table {:columns ["Item" "Cost" "Weight"] :rows [[[[:b [:i "Artisan's tools"]]] [] []] [["- Alchemist's supplies"] ["50 gp"] ["8 lb."]] [["- Brewer's supplies"] ["20 gp"] ["9 lb."]] [["- Calligrapher's supplies"] ["10 gp"] ["5 lb."]] [["- Carpenter's tools"] ["8 gp"] ["6 lb."]] [["- Cartographer's tools"] ["15 gp"] ["6 lb."]] [["- Cobbler's tools"] ["5 gp"] ["5 lb."]] [["- Cook's utensils"] ["1 gp"] ["8 lb."]] [["- Glassblower's tools"] ["30 gp"] ["5 lb."]] [["- Jeweler's tools"] ["25 gp"] ["2 lb."]] [["- Leatherworker's tools"] ["5 gp"] ["5 lb."]] [["- Mason's tools"] ["10 gp"] ["8 lb."]] [["- Painter's supplies"] ["10 gp"] ["5 lb."]] [["- Potter's tools"] ["10 gp"] ["3 lb."]] [["- Smith's tools"] ["20 gp"] ["8 lb."]] [["- Tinker's tools"] ["50 gp"] ["10 lb."]] [["- Weaver's tools"] ["1 gp"] ["5 lb."]] [["- Woodcarver's tools"] ["1 gp"] ["5 lb."]] [["Disguise kit"] ["25 gp"] ["3 lb."]] [["Forgery kit"] ["15 gp"] ["5 lb."]] [[[:b [:i "Gaming set"]]] [] []] [["- Dice set"] ["1 sp"] ["-"]] [["- Playing card set"] ["5 sp"] ["-"]] [["Herbalism kit"] ["5 gp"] ["3 lb."]] [[[:b [:i "Musical instrument"]]] [] []] [["- Bagpipes"] ["30 gp"] ["6 lb."]] [["- Drum"] ["6 gp"] ["3 lb."]] [["- Dulcimer"] ["25 gp"] ["10 lb."]] [["- Flute"] ["2 gp"] ["1 lb."]] [["- Lute"] ["35 gp"] ["2 lb."]] [["- Lyre"] ["30 gp"] ["2 lb."]] [["- Horn"] ["3 gp"] ["2 lb."]] [["- Pan flute"] ["12 gp"] ["2 lb."]] [["- Shawm"] ["2 gp"] ["1 lb."]] [["- Viol"] ["30 gp"] ["1 lb."]] [["Navigator's tools"] ["25 gp"] ["2 lb."]] [["Poisoner's kit"] ["50 gp"] ["2 lb."]] [["Thieves' tools"] ["25 gp"] ["1 lb."]] [["Vehicles (land or water)"] ["\\*"] ["\\*"]]] :caption "Tools"}] [:p "\\* See the " [:a {:kind :rule :section :mounts-and-vehicles :anchor nil} "“Mounts and Vehicles”"] " section."] [:p [:b [:i "Artisan's Tools."]] " These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."] [:p [:b [:i "Disguise Kit."]] " This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."] [:p [:b [:i "Forgery Kit."]] " This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."] [:p [:b [:i "Gaming Set."]] " This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."] [:p [:b [:i "Herbalism Kit."]] " This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."] [:p [:b [:i "Musical Instrument."]] " Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."] [:p [:b [:i "Navigator's Tools."]] " This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."] [:p [:b [:i "Poisoner's Kit."]] " A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."] [:p [:b [:i "Thieves' Tools."]] " This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."]]} + {:key :tools :name "Tools" :group :equipment :pages [70 70] :body [[:p "A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood."] [:table {:columns ["Item" "Cost" "Weight"] :rows [[[[:b [:i "Artisan's tools"]]] [] []] [["- Alchemist's supplies"] ["50 gp"] ["8 lb."]] [["- Brewer's supplies"] ["20 gp"] ["9 lb."]] [["- Calligrapher's supplies"] ["10 gp"] ["5 lb."]] [["- Carpenter's tools"] ["8 gp"] ["6 lb."]] [["- Cartographer's tools"] ["15 gp"] ["6 lb."]] [["- Cobbler's tools"] ["5 gp"] ["5 lb."]] [["- Cook's utensils"] ["1 gp"] ["8 lb."]] [["- Glassblower's tools"] ["30 gp"] ["5 lb."]] [["- Jeweler's tools"] ["25 gp"] ["2 lb."]] [["- Leatherworker's tools"] ["5 gp"] ["5 lb."]] [["- Mason's tools"] ["10 gp"] ["8 lb."]] [["- Painter's supplies"] ["10 gp"] ["5 lb."]] [["- Potter's tools"] ["10 gp"] ["3 lb."]] [["- Smith's tools"] ["20 gp"] ["8 lb."]] [["- Tinker's tools"] ["50 gp"] ["10 lb."]] [["- Weaver's tools"] ["1 gp"] ["5 lb."]] [["- Woodcarver's tools"] ["1 gp"] ["5 lb."]] [["Disguise kit"] ["25 gp"] ["3 lb."]] [["Forgery kit"] ["15 gp"] ["5 lb."]] [[[:b [:i "Gaming set"]]] [] []] [["- Dice set"] ["1 sp"] ["-"]] [["- Playing card set"] ["5 sp"] ["-"]] [["Herbalism kit"] ["5 gp"] ["3 lb."]] [[[:b [:i "Musical instrument"]]] [] []] [["- Bagpipes"] ["30 gp"] ["6 lb."]] [["- Drum"] ["6 gp"] ["3 lb."]] [["- Dulcimer"] ["25 gp"] ["10 lb."]] [["- Flute"] ["2 gp"] ["1 lb."]] [["- Lute"] ["35 gp"] ["2 lb."]] [["- Lyre"] ["30 gp"] ["2 lb."]] [["- Horn"] ["3 gp"] ["2 lb."]] [["- Pan flute"] ["12 gp"] ["2 lb."]] [["- Shawm"] ["2 gp"] ["1 lb."]] [["- Viol"] ["30 gp"] ["1 lb."]] [["Navigator's tools"] ["25 gp"] ["2 lb."]] [["Poisoner's kit"] ["50 gp"] ["2 lb."]] [["Thieves' tools"] ["25 gp"] ["1 lb."]] [["Vehicles (land or water)"] ["*"] ["*"]]] :caption "Tools"}] [:p "* See the " [:a {:kind :rule :section :mounts-and-vehicles :anchor nil} "“Mounts and Vehicles”"] " section."] [:p [:b [:i "Artisan's Tools."]] " These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."] [:p [:b [:i "Disguise Kit."]] " This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."] [:p [:b [:i "Forgery Kit."]] " This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."] [:p [:b [:i "Gaming Set."]] " This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."] [:p [:b [:i "Herbalism Kit."]] " This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."] [:p [:b [:i "Musical Instrument."]] " Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."] [:p [:b [:i "Navigator's Tools."]] " This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."] [:p [:b [:i "Poisoner's Kit."]] " A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."] [:p [:b [:i "Thieves' Tools."]] " This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."]]} {:key :mounts-and-vehicles :name "Mounts and Vehicles" :group :equipment :pages [71 72] :body [[:p "A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity."] [:p "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together."] [:p "Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself."] [:p [:b [:i "Barding."]] " Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."] [:p [:b [:i "Saddles."]] " A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount."] [:p [:b [:i "Vehicle Proficiency."]] " If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."] [:p [:b [:i "Rowed Vessels."]] " Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."] [:h 2 "Mounts and Other Animals" :mounts] [:table {:columns ["Item" "Cost" "Speed" "Carrying Capacity"] :rows [[["Camel"] ["50 gp"] ["50 ft."] ["480 lb."]] [["Donkey or mule"] ["8 gp"] ["40 ft."] ["420 lb."]] [["Elephant"] ["200 gp"] ["40 ft."] ["1,320 lb."]] [["Horse, draft"] ["50 gp"] ["40 ft."] ["540 lb."]] [["Horse, riding"] ["75 gp"] ["60 ft."] ["480 lb."]] [["Mastiff"] ["25 gp"] ["40 ft."] ["195 lb."]] [["Pony"] ["30 gp"] ["40 ft."] ["225 lb."]] [["Warhorse"] ["400 gp"] ["60 ft."] ["540 lb."]]]}] [:h 2 "Tack, Harness, and Drawn Vehicles" :tack-harness-land-vehicles] [:table {:columns ["Item" "Cost" "Weight"] :rows [[["Barding"] ["×4"] ["×2"]] [["Bit and bridle"] ["2 gp"] ["1 lb."]] [["Carriage"] ["100 gp"] ["600 lb."]] [["Cart"] ["15 gp"] ["200 lb."]] [["Chariot"] ["250 gp"] ["100 lb."]] [["Feed (per day)"] ["5 cp"] ["10 lb."]] [[[:b [:i "Saddle"]]] [] []] [["- Exotic"] ["60 gp"] ["40 lb."]] [["- Military"] ["20 gp"] ["30 lb."]] [["- Pack"] ["5 gp"] ["15 lb."]] [["- Riding"] ["10 gp"] ["25 lb."]] [["Saddlebags"] ["4 gp"] ["8 lb."]] [["Sled"] ["20 gp"] ["300 lb."]] [["Stabling (per day)"] ["5 sp"] ["-"]] [["Wagon"] ["35 gp"] ["400 lb."]]]}] [:h 2 "Waterborne Vehicles" :waterborne-vehicles] [:table {:columns ["Item" "Cost" "Speed"] :rows [[["Galley"] ["30,000 gp"] ["4 mph"]] [["Keelboat"] ["3,000 gp"] ["1 mph"]] [["Longship"] ["10,000 gp"] ["3 mph"]] [["Rowboat"] ["50 gp"] ["1½ mph"]] [["Sailing ship"] ["10,000 gp"] ["2 mph"]] [["Warship"] ["25,000 gp"] ["2½ mph"]]]}]]} {:key :trade-goods :name "Trade Goods" :group :equipment :pages [72 72] :body [[:p "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest)."] [:p "Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods."] [:table {:columns ["Cost" "Goods"] :rows [[["1 cp"] ["1 lb. of wheat"]] [["2 cp"] ["1 lb. of flour or one chicken"]] [["5 cp"] ["1 lb. of salt"]] [["1 sp"] ["1 lb. of iron or 1 sq. yd. of canvas"]] [["5 sp"] ["1 lb. of copper or 1 sq. yd. of cotton cloth"]] [["1 gp"] ["1 lb. of ginger or one goat"]] [["2 gp"] ["1 lb. of cinnamon or pepper, or one sheep"]] [["3 gp"] ["1 lb. of cloves or one pig"]] [["5 gp"] ["1 lb. of silver or 1 sq. yd. of linen"]] [["10 gp"] ["1 sq. yd. of silk or one cow"]] [["15 gp"] ["1 lb. of saffron or one ox"]] [["50 gp"] ["1 lb. of gold"]] [["500 gp"] ["1 lb. of platinum"]]] :caption "Trade Goods"}]]} {:key :expenses :name "Expenses" :group :equipment :pages [72 74] :body [[:p "When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others."] [:h 2 "Lifestyle Expenses" :lifestyle-expenses] [:p "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls."] [:p "At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career."] [:p "Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections."] [:table {:columns ["Lifestyle" "Price/Day"] :rows [[["Wretched"] ["-"]] [["Squalid"] ["1 sp"]] [["Poor"] ["2 sp"]] [["Modest"] ["1 gp"]] [["Comfortable"] ["2 gp"]] [["Wealthy"] ["4 gp"]] [["Aristocratic"] ["10 gp minimum"]]] :caption "Lifestyle Expenses"}] [:p [:b [:i "Wretched."]] " You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."] [:p [:b [:i "Squalid."]] " You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."] [:p [:b [:i "Poor."]] " A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."] [:p [:b [:i "Modest."]] " A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."] [:p [:b [:i "Comfortable."]] " Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."] [:p [:b [:i "Wealthy."]] " Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."] [:p [:b [:i "Aristocratic."]] " You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."] [:h 3 "Self-Sufficiency" :self-sufficiency] [:aside [:p "The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear."] [:p "Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle."]] [:h 3 "Food, Drink, and Lodging" :food-drink-lodging] [:p "The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses."] [:table {:columns ["Item" "Cost"] :rows [[[[:b [:i "Ale"]]] []] [["- Gallon"] ["2 sp"]] [["- Mug"] ["4 cp"]] [["Banquet (per person)"] ["10 gp"]] [["Bread, loaf"] ["2 cp"]] [["Cheese, hunk"] ["1 sp"]] [[[:b [:i "Inn stay (per day)"]]] []] [["- Squalid"] ["7 cp"]] [["- Poor"] ["1 sp"]] [["- Modest"] ["5 sp"]] [["- Comfortable"] ["8 sp"]] [["- Wealthy"] ["2 gp"]] [["- Aristocratic"] ["4 gp"]] [[[:b [:i "Meals (per day)"]]] []] [["- Squalid"] ["3 cp"]] [["- Poor"] ["6 cp"]] [["- Modest"] ["3 sp"]] [["- Comfortable"] ["5 sp"]] [["- Wealthy"] ["8 sp"]] [["- Aristocratic"] ["2 gp"]] [["Meat, chunk"] ["3 sp"]] [[[:b [:i "Wine"]]] []] [["- Common (pitcher)"] ["2 sp"]] [["- Fine (bottle)"] ["10 gp"]]] :caption "Food, Drink, and Lodging"}] [:h 2 "Services" :services] [:p "Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills."] [:p "Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the " [:a {:kind :spell :key :secret-chest} [:i "secret chest"]] " spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke."] [:p "Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation."] [:p "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers."] [:table {:columns ["Service Pay" "Pay"] :rows [[[[:b [:i "Coach cab"]]] []] [["- Between towns"] ["3 cp per mile"]] [["- Within a city"] ["1 cp"]] [[[:b [:i "Hireling"]]] []] [["- Skilled"] ["2 gp per day"]] [["- Untrained"] ["2 sp per day"]] [["Messenger"] ["2 cp per mile"]] [["Road or gate toll"] ["1 cp"]] [["Ship's passage"] ["1 sp per mile"]]] :caption "Services"}] [:h 2 "Spellcasting Services" :spellcasting-services] [:p "People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs."] [:p "Hiring someone to cast a relatively common spell of 1st or 2nd level, such as " [:a {:kind :spell :key :cure-wounds} [:i "cure wounds"]] " or " [:a {:kind :spell :key :identify} [:i "identify"]] ", is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement."]]} {:key :selling-treasure :name "Selling Treasure" :group :equipment :pages [62 62] :body [[:p "Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot."] [:p [:b [:i "Arms, Armor, and Other Equipment."]] " As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."] [:p [:b [:i "Magic Items."]] " Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."] [:p [:b [:i "Gems, Jewelry, and Art Objects."]] " These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first."] [:p [:b [:i "Trade Goods."]] " On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency."]]} {:key :traps :name "Traps" :group :game-master :pages [195 198] :body [[:p "Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts."] [:p "A trap can be either mechanical or magical in nature. " [:b "Mechanical traps"] " include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. " [:b "Magic traps"] " are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as " [:a {:kind :spell :key :glyph-of-warding} [:i "glyph of warding"]] " and " [:a {:kind :spell :key :symbol} [:i "symbol"]] " that function as traps."] [:h 2 "Traps in Play" :traps-in-play] [:p "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it."] [:h 3 "Triggering a Trap" :triggering-a-trap] [:p "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the " [:a {:kind :spell :key :glyph-of-warding} [:i "glyph of warding"]] " spell) have more complicated trigger conditions, including a password that prevents the trap from activating."] [:h 3 "Detecting and Disabling a Trap" :detecting-and-disabling-a-trap] [:p "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence."] [:p "A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage."] [:p "Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, " [:a {:kind :spell :key :dispel-magic} [:i "dispel magic"]] " has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use " [:a {:kind :spell :key :dispel-magic} [:i "dispel magic"]] "."] [:p "In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt."] [:p "You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required."] [:p "Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield."] [:p "Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap."] [:h 3 "Trap Effects" :trap-effects] [:p "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered."] [:p "The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity."] [:p "A trap intended to be a " [:b "setback"] " is unlikely to kill or seriously harm characters of the indicated levels, whereas a " [:b "dangerous"] " trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A " [:b "deadly"] " trap is likely to kill characters of the indicated levels."] [:table {:columns ["Trap Danger" "Save DC" "Attack Bonus"] :rows [[["Setback"] ["10-11"] ["+3 to +5"]] [["Dangerous"] ["12-15"] ["+6 to +8"]] [["Deadly"] ["16-20"] ["+9 to +12"]]] :caption "Trap Save DCs and Attack Bonuses"}] [:table {:columns ["Character Level" "Setback" "Dangerous" "Deadly"] :rows [[["1st-4th"] ["1d10"] ["2d10"] ["4d10"]] [["5th-10th"] ["2d10"] ["4d10"] ["10d10"]] [["11th-16th"] ["4d10"] ["10d10"] ["18d10"]] [["17th-20th"] ["10d10"] ["18d10"] ["24d10"]]] :caption "Damage Severity by Level"}] [:h 3 "Complex Traps" :complex-traps] [:p "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter."] [:p "When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways."] [:p "For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded."] [:h 2 "Sample Traps" :sample-traps] [:p "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order."] [:h 3 "Collapsing Roof" :collapsing-roof] [:p [:i "Mechanical trap"]] [:p "This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place."] [:p "The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers."] [:p "Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger."] [:p "The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse."] [:p "When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain."] [:h 3 "Falling Net" :falling-net] [:p [:i "Mechanical trap"]] [:p "This trap uses a trip wire to release a net suspended from the ceiling."] [:p "The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers."] [:p "When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked " [:a {:kind :condition :key :prone} "prone"] ". A creature can use its action to make a DC 10"] [:p "Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section."] [:h 3 "Fire-Breathing Statue" :fire-breating-statue] [:p [:i "Magic trap"]] [:p "This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell."] [:p "The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as " [:a {:kind :spell :key :detect-magic} [:i "detect magic"]] ", reveals an aura of evocation magic around the statue."] [:p "The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one."] [:p "Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful " [:a {:kind :spell :key :dispel-magic} [:i "dispel magic"]] " (DC 13) cast on the statue destroys the trap."] [:h 3 "Pits" :pits] [:p [:i "Mechanical trap"]] [:p "Four basic pit traps are presented here."] [:p [:b [:i "Simple Pit"]] ". A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris."] [:p "The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper)."] [:p [:b [:i "Hidden Pit"]] ". This pit has a cover constructed from material identical to the floor around it."] [:p "A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit."] [:p "When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper."] [:p "Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the " [:a {:kind :spell :key :arcane-lock} [:i "arcane lock"]] " spell or similar magic."] [:p [:b [:i "Locking Pit"]] ". This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside."] [:p "A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit."] [:p [:b [:i "Spiked Pit"]] ". This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one."] [:h 3 "Poison Darts" :poison-darts] [:p [:i "Mechanical trap"]] [:p "When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts."] [:p "The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching."] [:p "The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8"] [:p "bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one."] [:h 3 "Poison Needle" :poison-needles] [:p [:i "Mechanical trap"]] [:p "A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison."] [:p "When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11"] [:p "(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be " [:a {:kind :condition :key :poisoned} "poisoned"] " for 1 hour."] [:p "A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap."] [:h 3 "Rolling Sphere" :rolling-sphere] [:p [:i "Mechanical trap"]] [:p "When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone."] [:p "With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating."] [:p "Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked " [:a {:kind :condition :key :prone} "prone"] "."] [:p "The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving."] [:p "As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat."] [:h 3 "Sphere of Annihilation" :sphere-of-annihilation] [:p [:i "Magic trap"]] [:p "Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated."] [:p "A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a " [:i "sphere of annihilation"] " that can't be controlled or moved. It is otherwise identical to a normal " [:i "sphere of annihilation"] "."] [:p "Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the " [:i "sympathy"] " aspect of the " [:a {:kind :spell :key :antipathy-sympathy} [:i "antipathy/sympathy"]] " spell. A successful " [:a {:kind :spell :key :dispel-magic} [:i "dispel magic"]] " (DC 18) removes this enchantment."]]} {:key :diseases :name "Diseases" :group :game-master :pages [199 199] :body [[:p "A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells."] [:p "A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of " [:a {:kind :spell :key :lesser-restoration} [:i "lesser restoration"]] ". A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences."] [:p "A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell."] [:h 2 "Sample Diseases" :sample-diseases] [:p "The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign."] [:h 3 "Cackle Fever" :cackle-fever] [:p "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”"] [:p "Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of " [:a {:kind :condition :key :exhaustion} "exhaustion"] " that can't be removed until the disease is cured."] [:p "Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes " [:a {:kind :condition :key :incapacitated} "incapacitated"] " with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the " [:a {:kind :condition :key :incapacitated} "incapacitated"] " condition on a success."] [:p "Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours."] [:p "At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later."] [:h 3 "Sewer Plague" :sewer-plague] [:p "Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs."] [:p "When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected."] [:p "It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of " [:a {:kind :condition :key :exhaustion} "exhaustion"] ", and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest."] [:p "At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of " [:a {:kind :condition :key :exhaustion} "exhaustion"] ". On a successful save, the character's " [:a {:kind :condition :key :exhaustion} "exhaustion"] " level decreases by one level. If a successful saving throw reduces the infected creature's level of " [:a {:kind :condition :key :exhaustion} "exhaustion"] " below 1, the creature recovers from the disease."] [:h 4 "Sight Rot" :sight-rot] [:p "This painful infection causes bleeding from the eyes and eventually blinds the victim."] [:p "A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is " [:a {:kind :condition :key :blinded} "blinded"] " until its sight is restored by magic such as " [:a {:kind :spell :key :lesser-restoration} [:i "lesser restoration"]] " or " [:a {:kind :spell :key :heal} [:i "heal"]] "."] [:p "Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely."]]} - {:key :madness :name "Madness" :group :game-master :pages [201 201] :body [[:p "In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face."] [:h 2 "Going Mad" :going-mad] [:p "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as " [:a {:kind :spell :key :contact-other-plane} [:i "contact other plane"]] " and " [:a {:kind :spell :key :symbol} [:i "symbol"]] ", can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them."] [:p "Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw."] [:h 2 "Madness Effects" :madness-effects] [:p "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness."] [:p "A character afflicted with " [:b "short-term madness"] " is subjected to an effect from the Short-Term Madness table for 1d10 minutes."] [:p "A character afflicted with " [:b "long-term madness"] " is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours."] [:p "A character afflicted with " [:b "indefinite madness"] " gains a new character flaw from the Indefinite Madness table that lasts until cured."] [:table {:columns ["d100" "Effect (lasts 1d10 minutes)"] :rows [[["01-20"] ["The character retreats into his or her mind and becomes " [:a {:kind :condition :key :paralyzed} "paralyzed"] ". The effect ends if the character takes any damage."]] [["21-30"] ["The character becomes " [:a {:kind :condition :key :incapacitated} "incapacitated"] " and spends the duration screaming, laughing, or weeping."]] [["31-40"] ["The character becomes " [:a {:kind :condition :key :frightened} "frightened"] " and must use his or her action and movement each round to flee from the source of the fear."]] [["41-50"] ["The character begins babbling and is incapable of normal speech or spellcasting."]] [["51-60"] ["The character must use his or her action each round to attack the nearest creature."]] [["61-70"] ["The character experiences vivid hallucinations and has disadvantage on ability checks."]] [["71-75"] ["The character does whatever anyone tells him or her to do that isn't obviously self- destructive."]] [["76-80"] ["The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."]] [["81-90"] ["The character is " [:a {:kind :condition :key :stunned} "stunned"] "."]] [["91-100"] ["The character falls " [:a {:kind :condition :key :unconscious} "unconscious"] "."]]] :caption "Short-Term Madness"}] [:table {:columns ["d100" "Effect (lasts 1d10 × 10 hours)"] :rows [[["01-10"] ["The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."]] [["11-20"] ["The character experiences vivid hallucinations and has disadvantage on ability checks."]] [["21-30"] ["The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."]] [["31-40"] ["The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell."]] [["41-45"] ["The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."]] [["46-55"] ["The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."]] [["56-65"] ["The character is " [:a {:kind :condition :key :blinded} "blinded"] " (25%) or deafened (75%)."]] [["66-75"] ["The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."]] [["76-85"] ["The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."]] [["86-90"] ["Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute."]] [["91-95"] ["The character loses the ability to speak."]] [["96-100"] ["The character falls " [:a {:kind :condition :key :unconscious} "unconscious"] ". No amount of jostling or damage can wake the character."]]] :caption "Long-Term Madness"}] [:table {:columns ["d100" "Flaw (lasts until cured)"] :rows [[["01-15"] ["“Being drunk keeps me sane.”"]] [["16-25"] ["“I keep whatever I find.”"]] [["26-30"] ["“I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.”"]] [["31-35"] ["“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”"]] [["36-45"] ["“Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.”"]] [["46-50"] ["“I find it hard to care about anything that goes on around me.”"]] [["51-55"] ["“I don't like the way people judge me all the time.”"]] [["56-70"] ["“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”"]] [["71-80"] ["“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.”"]] [["81-85"] ["“There's only one person I can trust. And only I can see this special friend.”"]] [["86-95"] ["“I can't take anything seriously. The more serious the situation, the funnier I find it.”"]] [["96-100"] ["“I've discovered that I really like killing people.”"]]] :caption "Indefinite Madness"}] [:h 3 "Curing Madness" :curing-madness] [:p "A " [:a {:kind :spell :key :calm-emotions} [:i "calm emotions"]] " spell can suppress the effects of madness, while a " [:a {:kind :spell :key :lesser-restoration} [:i "lesser restoration"]] " spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, " [:a {:kind :spell :key :remove-curse} [:i "remove curse"]] " or " [:i "dispel evil"] " might also prove effective. A " [:a {:kind :spell :key :greater-restoration} [:i "greater restoration"]] " spell or more powerful magic is required to rid a character of indefinite madness."]]} + {:key :madness :name "Madness" :group :game-master :pages [201 201] :body [[:p "In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face."] [:h 2 "Going Mad" :going-mad] [:p "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as " [:a {:kind :spell :key :contact-other-plane} [:i "contact other plane"]] " and " [:a {:kind :spell :key :symbol} [:i "symbol"]] ", can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them."] [:p "Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw."] [:h 2 "Madness Effects" :madness-effects] [:p "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness."] [:p "A character afflicted with " [:b "short-term madness"] " is subjected to an effect from the Short-Term Madness table for 1d10 minutes."] [:p "A character afflicted with " [:b "long-term madness"] " is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours."] [:p "A character afflicted with " [:b "indefinite madness"] " gains a new character flaw from the Indefinite Madness table that lasts until cured."] [:table {:columns ["d100" "Effect (lasts 1d10 minutes)"] :rows [[["01-20"] ["The character retreats into his or her mind and becomes " [:a {:kind :condition :key :paralyzed} "paralyzed"] ". The effect ends if the character takes any damage."]] [["21-30"] ["The character becomes " [:a {:kind :condition :key :incapacitated} "incapacitated"] " and spends the duration screaming, laughing, or weeping."]] [["31-40"] ["The character becomes " [:a {:kind :condition :key :frightened} "frightened"] " and must use his or her action and movement each round to flee from the source of the fear."]] [["41-50"] ["The character begins babbling and is incapable of normal speech or spellcasting."]] [["51-60"] ["The character must use his or her action each round to attack the nearest creature."]] [["61-70"] ["The character experiences vivid hallucinations and has disadvantage on ability checks."]] [["71-75"] ["The character does whatever anyone tells him or her to do that isn't obviously self-destructive."]] [["76-80"] ["The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."]] [["81-90"] ["The character is " [:a {:kind :condition :key :stunned} "stunned"] "."]] [["91-100"] ["The character falls " [:a {:kind :condition :key :unconscious} "unconscious"] "."]]] :caption "Short-Term Madness"}] [:table {:columns ["d100" "Effect (lasts 1d10 × 10 hours)"] :rows [[["01-10"] ["The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."]] [["11-20"] ["The character experiences vivid hallucinations and has disadvantage on ability checks."]] [["21-30"] ["The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."]] [["31-40"] ["The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell."]] [["41-45"] ["The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."]] [["46-55"] ["The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."]] [["56-65"] ["The character is " [:a {:kind :condition :key :blinded} "blinded"] " (25%) or deafened (75%)."]] [["66-75"] ["The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."]] [["76-85"] ["The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."]] [["86-90"] ["Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute."]] [["91-95"] ["The character loses the ability to speak."]] [["96-100"] ["The character falls " [:a {:kind :condition :key :unconscious} "unconscious"] ". No amount of jostling or damage can wake the character."]]] :caption "Long-Term Madness"}] [:table {:columns ["d100" "Flaw (lasts until cured)"] :rows [[["01-15"] ["“Being drunk keeps me sane.”"]] [["16-25"] ["“I keep whatever I find.”"]] [["26-30"] ["“I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.”"]] [["31-35"] ["“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”"]] [["36-45"] ["“Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.”"]] [["46-50"] ["“I find it hard to care about anything that goes on around me.”"]] [["51-55"] ["“I don't like the way people judge me all the time.”"]] [["56-70"] ["“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”"]] [["71-80"] ["“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.”"]] [["81-85"] ["“There's only one person I can trust. And only I can see this special friend.”"]] [["86-95"] ["“I can't take anything seriously. The more serious the situation, the funnier I find it.”"]] [["96-100"] ["“I've discovered that I really like killing people.”"]]] :caption "Indefinite Madness"}] [:h 3 "Curing Madness" :curing-madness] [:p "A " [:a {:kind :spell :key :calm-emotions} [:i "calm emotions"]] " spell can suppress the effects of madness, while a " [:a {:kind :spell :key :lesser-restoration} [:i "lesser restoration"]] " spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, " [:a {:kind :spell :key :remove-curse} [:i "remove curse"]] " or " [:i "dispel evil"] " might also prove effective. A " [:a {:kind :spell :key :greater-restoration} [:i "greater restoration"]] " spell or more powerful magic is required to rid a character of indefinite madness."]]} {:key :poisons :name "Poisons" :group :game-master :pages [204 204] :body [[:p "Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures."] [:p "Poisons come in the following four types."] [:p [:b [:i "Contact"]] ". Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."] [:p [:b [:i "Ingested"]] ". A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save."] [:p [:b [:i "Inhaled"]] ". These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."] [:p [:b [:i "Injury"]] ". Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."] [:table {:columns ["Item" "Type" "Price per Dose"] :rows [[["Assassin's blood"] ["Ingested"] ["150 gp"]] [["Burnt othur fumes"] ["Inhaled"] ["500 gp"]] [["Crawler mucus"] ["Contact"] ["200 gp"]] [["Drow poison"] ["Injury"] ["200 gp"]] [["Essence of ether"] ["Inhaled"] ["300 gp"]] [["Malice"] ["Inhaled"] ["250 gp"]] [["Midnight tears"] ["Ingested"] ["1,500 gp"]] [["Oil of taggit"] ["Contact"] ["400 gp"]] [["Pale tincture"] ["Ingested"] ["250 gp"]] [["Purple worm poison"] ["Injury"] ["2,000 gp"]] [["Serpent venom"] ["Injury"] ["200 gp"]] [["Torpor"] ["Ingested"] ["600 gp"]] [["Truth serum"] ["Ingested"] ["150 gp"]] [["Wyvern poison"] ["Injury"] ["1,200 gp"]]] :caption "Poisons"}] [:h 2 "Sample Poisons" :sample-poisons] [:p "Each type of poison has its own debilitating effects."] [:p [:b [:i "Assassin's Blood (Ingested)"]] ". A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is " [:a {:kind :condition :key :poisoned} "poisoned"] " for 24 hours. On a successful save, the creature takes half damage and isn't " [:a {:kind :condition :key :poisoned} "poisoned"] "."] [:p [:b [:i "Burnt Othur Fumes (Inhaled)"]] ". A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends."] [:p [:b [:i "Crawler Mucus (Contact)"]] ". This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be " [:a {:kind :condition :key :poisoned} "poisoned"] " for 1 minute. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature is " [:a {:kind :condition :key :paralyzed} "paralyzed"] ". The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."] [:p [:b [:i "Drow Poison (Injury)"]] ". This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be " [:a {:kind :condition :key :poisoned} "poisoned"] " for 1 hour. If the saving throw fails by 5 or more, the creature is also " [:a {:kind :condition :key :unconscious} "unconscious"] " while " [:a {:kind :condition :key :poisoned} "poisoned"] " in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."] [:p [:b [:i "Essence of Ether (Inhaled)"]] ". A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become " [:a {:kind :condition :key :poisoned} "poisoned"] " for 8 hours. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature is " [:a {:kind :condition :key :unconscious} "unconscious"] ". The creature wakes up if it takes damage or if another creature takes an action to shake it awake."] [:p [:b [:i "Malice (Inhaled)"]] ". A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become " [:a {:kind :condition :key :poisoned} "poisoned"] " for 1 hour. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature is " [:a {:kind :condition :key :blinded} "blinded"] "."] [:p [:b [:i "Midnight Tears (Ingested)"]] ". A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one."] [:p [:b [:i "Oil of Taggit (Contact)"]] ". A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become " [:a {:kind :condition :key :poisoned} "poisoned"] " for 24 hours. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature is " [:a {:kind :condition :key :unconscious} "unconscious"] ". The creature wakes up if it takes damage."] [:p [:b [:i "Pale Tincture (Ingested)"]] ". A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become " [:a {:kind :condition :key :poisoned} "poisoned"] ". The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally."] [:p [:b [:i "Purple Worm Poison (Injury)"]] ". This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."] [:p [:b [:i "Serpent Venom (Injury)"]] ". This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."] [:p [:b [:i "Torpor (Ingested)"]] ". A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become " [:a {:kind :condition :key :poisoned} "poisoned"] " for 4d6 hours. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature is " [:a {:kind :condition :key :incapacitated} "incapacitated"] "."] [:p [:b [:i "Truth Serum (Ingested)"]] ". A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become " [:a {:kind :condition :key :poisoned} "poisoned"] " for 1 hour. The " [:a {:kind :condition :key :poisoned} "poisoned"] " creature can't knowingly speak a lie, as if under the effect of a " [:a {:kind :spell :key :zone-of-truth} [:i "zone of truth"]] " spell."] [:p [:b [:i "Wyvern Poison (Injury)"]] ". This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one."]]} {:key :objects :name "Objects" :group :game-master :pages [87 203] :body [[:p "When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does."] [:p "For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects."] [:h 2 "Statistics for Objects" :statistics-for-objects] [:p "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage."] [:p [:b [:i "Armor Class"]] ". An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances."] [:table {:columns ["Substance" "AC"] :rows [[["Cloth, paper, rope"] ["11"]] [["Crystal, glass, ice"] ["13"]] [["Wood, bone"] ["15"]] [["Stone"] ["17"]] [["Iron, steel"] ["19"]] [["Mithral"] ["21"]] [["Adamantine"] ["23"]]] :caption "Object Armor Class"}] [:p [:b [:i "Hit Points"]] ". An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller."] [:table {:columns ["Size" "Fragile" "Resilient"] :rows [[["Tiny (bottle, lock)"] ["2 (1d4)"] ["5 (2d4)"]] [["Small (chest, lute)"] ["3 (1d6)"] ["10 (3d6)"]] [["Medium (barrel, chandelier)"] ["4 (1d8)"] ["18 (4d8)"]] [["Large (cart, 10-ft.-by-10-ft. window)"] ["5 (1d10)"] ["27 (5d10)"]]] :caption "Object Hit Points"}] [:h 2 "Huge and Gargantuan Objects" :huge-and-gargantuan-objects] [:p "Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an " [:a {:kind :spell :key :earthquake} [:i "earthquake"]] " spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."] [:h 2 "Objects and Damage Types" :objects-and-damage-types] [:p "Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."] [:h 2 "Damage Threshold" :damage-threshold] [:p "Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."]]} - {:key :planes :name "Planes" :group :game-master :pages [363 364] :body [[:p "The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the " [:b "planes of existence"] ". It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods."] [:p "Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn."] [:h 2 "The Material Plane" :the-material-plane] [:p "The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane."] [:p "The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned."] [:h 2 "Beyond the Material" :beyond-the-material] [:p "Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world."] [:h 2 "Planar Travel" :planar-travel] [:p "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come."] [:p "Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal."] [:p [:b [:i "Spells."]] " A number of spells allow direct or indirect access to other planes of existence. " [:a {:kind :spell :key :plane-shift} [:i "Plane shift"]] " and " [:a {:kind :spell :key :gate} [:i "gate"]] " can transport adventurers directly to any other plane of existence, with different degrees of precision. " [:a {:kind :spell :key :etherealness} [:i "Etherealness"]] " allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the " [:a {:kind :spell :key :astral-projection} [:i "astral projection"]] " spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes."] [:p [:b [:i "Portals."]] " A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water)."] [:h 2 "Transistive Planes" :transistive-planes] [:p "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as " [:a {:kind :spell :key :etherealness} [:i "etherealness"]] " and " [:a {:kind :spell :key :astral-projection} [:i "astral projection"]] " allow characters to enter these planes and traverse them to reach the planes beyond."] [:p "The " [:b "Ethereal Plane"] " is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the " [:a {:kind :spell :key :see-invisibility} [:i "see invisibility"]] " and " [:a {:kind :spell :key :true-seeing} [:i "true seeing"]] " spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as " [:a {:kind :spell :key :forcecage} [:i "forcecage"]] " and " [:a {:kind :spell :key :wall-of-force} [:i "wall of force"]] ". The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs."] [:p "The " [:b "Astral Plane"] " is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain."] [:h 2 "Inner Planes" :inner-planes] [:p "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four " [:b "Elemental Planes"] "-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning " [:b "Elemental Chaos"] "."] [:p "At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos."] [:h 2 "Outer Planes" :outer-planes] [:p "If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities."] [:p "When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience."] [:p "Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs."] [:p "Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer."] [:p "The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them."] [:p "The planes with some element of good in their nature are called the " [:b "Upper Planes"] ". Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the " [:b "Lower Planes"] ". Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable."] [:h 3 "Demiplanes" :demiplanes] [:p "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as " [:a {:kind :spell :key :demiplane} [:i "demiplane"]] ", or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a " [:a {:kind :spell :key :plane-shift} [:i "plane shift"]] " spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The " [:a {:kind :spell :key :gate} [:i "gate"]] " spell is more reliable, assuming the caster knows of the demiplane."]]} + {:key :planes :name "Planes" :group :game-master :pages [363 364] :body [[:p "The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the " [:b "planes of existence"] ". It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods."] [:p "Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn."] [:h 2 "The Material Plane" :the-material-plane] [:p "The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane."] [:p "The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned."] [:h 2 "Beyond the Material" :beyond-the-material] [:p "Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world."] [:h 2 "Planar Travel" :planar-travel] [:p "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come."] [:p "Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal."] [:p [:b [:i "Spells."]] " A number of spells allow direct or indirect access to other planes of existence. " [:a {:kind :spell :key :plane-shift} [:i "Plane shift"]] " and " [:a {:kind :spell :key :gate} [:i "gate"]] " can transport adventurers directly to any other plane of existence, with different degrees of precision. " [:a {:kind :spell :key :etherealness} [:i "Etherealness"]] " allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the " [:a {:kind :spell :key :astral-projection} [:i "astral projection"]] " spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes."] [:p [:b [:i "Portals."]] " A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog-shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations—circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water)."] [:h 2 "Transistive Planes" :transistive-planes] [:p "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as " [:a {:kind :spell :key :etherealness} [:i "etherealness"]] " and " [:a {:kind :spell :key :astral-projection} [:i "astral projection"]] " allow characters to enter these planes and traverse them to reach the planes beyond."] [:p "The " [:b "Ethereal Plane"] " is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the " [:a {:kind :spell :key :see-invisibility} [:i "see invisibility"]] " and " [:a {:kind :spell :key :true-seeing} [:i "true seeing"]] " spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as " [:a {:kind :spell :key :forcecage} [:i "forcecage"]] " and " [:a {:kind :spell :key :wall-of-force} [:i "wall of force"]] ". The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs."] [:p "The " [:b "Astral Plane"] " is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain."] [:h 2 "Inner Planes" :inner-planes] [:p "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four " [:b "Elemental Planes"] "-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning " [:b "Elemental Chaos"] "."] [:p "At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos."] [:h 2 "Outer Planes" :outer-planes] [:p "If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities."] [:p "When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience."] [:p "Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs."] [:p "Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer."] [:p "The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them."] [:p "The planes with some element of good in their nature are called the " [:b "Upper Planes"] ". Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the " [:b "Lower Planes"] ". Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable."] [:h 3 "Demiplanes" :demiplanes] [:p "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as " [:a {:kind :spell :key :demiplane} [:i "demiplane"]] ", or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a " [:a {:kind :spell :key :plane-shift} [:i "plane shift"]] " spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The " [:a {:kind :spell :key :gate} [:i "gate"]] " spell is more reliable, assuming the caster knows of the demiplane."]]} {:key :pantheons :name "Pantheons" :group :game-master :pages [360 361] :body [[:p "The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game."] [:h 2 "The Celtic Pantheon" :the-celtic-pantheon] [:p "It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being."] [:p "The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere."] [:h 2 "Celtic Deities" :celtic-deities] [:table {:columns ["Deity" "Alignment" "Suggested Domains" "Symbol"] :rows [[["The Daghdha, god of weather and crops"] ["CG"] ["Nature, Trickery"] ["Bubbling cauldron or shield"]] [["Arawn, god of life and death"] ["NE"] ["Life, Death"] ["Black star on gray background"]] [["Belenus, god of sun, light, and warmth"] ["NG"] ["Light"] ["Solar disk and standing stones"]] [["Brigantia, goddess of rivers and livestock"] ["NG"] ["Life"] ["Footbridge"]] [["Diancecht, god of medicine and healing"] ["LG"] ["Life"] ["Crossed oak and mistletoe branches"]] [["Dunatis, god of mountains and peaks"] ["N"] ["Nature"] ["Red sun-capped mountain peak"]] [["Goibhniu, god of smiths and healing"] ["NG"] ["Knowledge, Life"] ["Giant mallet over sword"]] [["Lugh, god of arts, travel, and commerce"] ["CN"] ["Knowledge, Life"] ["Pair of long hands"]] [["Manannan mac Lir, god of oceans and sea creatures"] ["LN"] ["Nature, Tempest"] ["Wave of white water on green"]] [["Math Mathonwy, god of magic"] ["NE"] ["Knowledge"] ["Staff"]] [["Morrigan, goddess of battle"] ["CE"] ["War"] ["Two crossed spears"]] [["Nuada, god of war and warriors"] ["N"] ["War"] ["Silver hand on black background"]] [["Oghma, god of speech and writing"] ["NG"] ["Knowledge"] ["Unfurled scroll"]] [["Silvanus, god of nature and forests"] ["N"] ["Nature"] ["Summer oak tree"]]]}] [:h 2 "The Greek Pantheon" :the-greek-pantheon] [:p "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too."] [:h 2 "Greek Deities" :greek-deities] [:table {:columns ["Deity" "Alignment" "Suggested Domains" "Symbol"] :rows [[["Zeus, god of the sky, ruler of the gods"] ["N"] ["Tempest"] ["Fist full of lightning bolts"]] [["Aphrodite, goddess of love and beauty"] ["CG"] ["Light"] ["Sea shell"]] [["Apollo, god of light, music, and healing"] ["CG"] ["Knowledge, Life, Light"] ["Lyre"]] [["Ares, god of war and strife"] ["CE"] ["War"] ["Spear"]] [["Artemis, goddess of hunting and childbirth"] ["NG"] ["Life, Nature"] ["Bow and arrow on lunar disk"]] [["Athena, goddess of wisdom and civilization"] ["LG"] ["Knowledge, War"] ["Owl"]] [["Demeter, goddess of agriculture"] ["NG"] ["Life"] ["Mare's head"]] [["Dionysus, god of mirth and wine"] ["CN"] ["Life"] ["Thyrsus (staff tipped with pine cone)"]] [["Hades, god of the underworld"] ["LE"] ["Death"] ["Black ram"]] [["Hecate, goddess of magic and the moon"] ["CE"] ["Knowledge, Trickery"] ["Setting moon"]] [["Hephaestus, god of smithing and craft"] ["NG"] ["Knowledge"] ["Hammer and anvil"]] [["Hera, goddess of marriage and intrigue"] ["CN"] ["Trickery"] ["Fan of peacock feathers"]] [["Hercules, god of strength and adventure"] ["CG"] ["Tempest, War"] ["Lion's head"]] [["Hermes, god of travel and commerce"] ["CG"] ["Trickery"] ["Caduceus (winged staff and serpents)"]] [["Hestia, goddess of home and family"] ["NG"] ["Life"] ["Hearth"]] [["Nike, goddess of victory"] ["LN"] ["War"] ["Winged woman"]] [["Pan, god of nature"] ["CN"] ["Nature"] ["Syrinx (pan pipes)"]] [["Poseidon, god of the sea and earthquakes"] ["CN"] ["Tempest"] ["Trident"]] [["Tyche, goddess of good fortune"] ["N"] ["Trickery"] ["Red pentagram"]]]}] [:h 2 "The Egyptian Pantheon" :the-egyptian-pantheon] [:p "The Egyptian Pantheon"] [:p "These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe."] [:p "The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."] [:h 2 "Egyptian Deities" :egyptian-deities] [:table {:columns ["Deity" "Alignment" "Suggested Domains" "Symbol"] :rows [[["Re-Horakhty, god of the sun, ruler of the gods"] ["LG"] ["Life, Light"] ["Solar disk encircled by serpent"]] [["Anubis, god of judgment and death"] ["LN"] ["Death"] ["Black jackal"]] [["Apep, god of evil, fire, and serpents"] ["NE"] ["Trickery"] ["Flaming snake"]] [["Bast, goddess of cats and vengeance"] ["CG"] ["War"] ["Cat"]] [["Bes, god of luck and music"] ["CN"] ["Trickery"] ["Image of the misshapen deity"]] [["Hathor, goddess of love, music, and motherhood"] ["NG"] ["Life, Light"] ["Horned cow’s head with lunar disk"]] [["Imhotep, god of crafts and medicine"] ["NG"] ["Knowledge"] ["Step pyramid"]] [["Isis, goddess of fertility and magic"] ["NG"] ["Knowledge, Life"] ["Ankh and star"]] [["Nephthys, goddess of death and grief"] ["CG"] ["Death"] ["Horns around a lunar disk"]] [["Osiris, god of nature and the underworld"] ["LG"] ["Life, Nature"] ["Crook and flail"]] [["Ptah, god of crafts, knowledge, and secrets"] ["LN"] ["Knowledge"] ["Bull"]] [["Set, god of darkness and desert storms"] ["CE"] ["Death, Tempest, Trickery"] ["Coiled cobra"]] [["Sobek, god of water and crocodiles"] ["LE"] ["Nature, Tempest"] ["Crocodile head with horns and plumes"]] [["Thoth, god of knowledge and wisdom"] ["N"] ["Knowledge"] ["Ibis"]]]}] [:h 2 "The Norse Pantheon" :the-norse-pantheon] [:p "Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse."] [:p "The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."] [:h 2 "Norse Deities" :norse-deities] [:table {:columns ["Deity" "Alignment" "Suggested Domains" "Symbol"] :rows [[["Odin, god of knowledge and war"] ["NG"] ["Knowledge, War"] ["Watching blue eye"]] [["Aegir, god of the sea and storms"] ["NE"] ["Tempest"] ["Rough ocean waves"]] [["Balder, god of beauty and poetry"] ["NG"] ["Life, Light"] ["Gem-encrusted silver chalice"]] [["Forseti, god of justice and law"] ["N"] ["Light"] ["Head of a bearded man"]] [["Frey, god of fertility and the sun"] ["NG"] ["Life, Light"] ["Ice-blue greatsword"]] [["Freya, goddess of fertility and love"] ["NG"] ["Life"] ["Falcon"]] [["Frigga, goddess of birth and fertility"] ["N"] ["Life, Light"] ["Cat"]] [["Heimdall, god of watchfulness and loyalty"] ["LG"] ["Light, War"] ["Curling musical horn"]] [["Hel, goddess of the underworld"] ["NE"] ["Death"] ["Woman's face, rotting on one side"]] [["Hermod, god of luck"] ["CN"] ["Trickery"] ["Winged scroll"]] [["Loki, god of thieves and trickery"] ["CE"] ["Trickery"] ["Flame"]] [["Njord, god of sea and wind"] ["NG"] ["Nature, Tempest"] ["Gold coin"]] [["Odur, god of light and the sun"] ["CG"] ["Light"] ["Solar disk"]] [["Sif, goddess of war"] ["CG"] ["War"] ["Upraised sword"]] [["Skadi, god of earth and mountains"] ["N"] ["Nature"] ["Mountain peak"]] [["Surtur, god of fire giants and war"] ["LE"] ["War"] ["Flaming sword"]] [["Thor, god of storms and thunder"] ["CG"] ["Tempest, War"] ["Hammer"]] [["Thrym, god of frost giants and cold"] ["CE"] ["War"] ["White double-bladed axe"]] [["Tyr, god of courage and strategy"] ["LN"] ["Knowledge, War"] ["Sword"]] [["Uller, god of hunting and winter"] ["CN"] ["Nature"] ["Longbow"]]]}]]} {:key :magic-items :name "Magic Items" :group :game-master :pages [206 252] :body [[:p "Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways."] [:h 2 "Attunement" :attunement] [:p "Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like."] [:p "Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties."] [:p "Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words."] [:p "An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one " [:i "ring of protection"] " at a time."] [:p "A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."] [:h 2 "Wearing and Wielding Items" :wearing-and-wielding] [:p "Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held."] [:p "In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk."] [:p "When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots."] [:h 3 "Multiple Items of the Same Kind" :multiple-items-of-same-kind] [:p "Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks."] [:h 3 "Paired Items" :paired-items] [:p "Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either."] [:h 2 "Activating an Item" :activating-an-item] [:p "Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation."] [:p "If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item."] [:h 3 "Command Word" :command-word] [:p "A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell."] [:h 3 "Consumables" :consumables] [:p "Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."] [:h 3 "Consumables" :spells] [:p "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell."] [:p "A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply."] [:h 3 "Charges" :charges] [:p "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained."] [:h 3 "Sentient Magic Items" :sentient-magic-items] [:p "Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side."] [:p "Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient."] [:p "Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder."] [:h 3 "Creating Sentient Magic Items" :creating-sentient-magic-items] [:p "When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here."] [:h 3 "Abilities" :abilities] [:p "A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest."] [:h 3 "Communication" :communication] [:p "A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table."] [:table {:columns ["d100" "Communication"] :rows [[["01–60"] ["The item communicates by transmitting emotion to the creature carrying or wielding it."]] [["61–90"] ["The item can speak, read, and understand one or more languages."]] [["91–00"] ["The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it."]]]}] [:h 3 "Senses" :senses] [:p "With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table."] [:table {:columns ["d4" "Senses"] :rows [[["1"] ["Hearing and normal vision out to 30 feet."]] [["2"] ["Hearing and normal vision out to 60 feet"]] [["3"] ["Hearing and normal vision out to 120 feet."]] [["4"] ["Hearing and darkvision out to 120 feet."]]]}] [:h 3 "Alignment" :alignment] [:p "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table."] [:table {:columns ["d100" "Alignment"] :rows [[["01–15"] ["Lawful good"]] [["16–35"] ["Neutral good"]] [["36–50"] ["Chaotic good"]] [["51–63"] ["Lawful neutral"]] [["64–73"] ["Neutral"]] [["74–85"] ["Chaotic neutral"]] [["86–89"] ["Lawful evil"]] [["90–96"] ["Neutral evil"]] [["97–00"] ["Chaotic evil"]]]}] [:h 3 "Special Purpose" :special-purpose] [:p "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table."] [:table {:columns ["d10" "Purpose"] :rows [[["1"] [[:i "Aligned:"] " The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)"]] [["2"] [[:i "Bane:"] " The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards."]] [["3"] [[:i "Protector:"] " The item seeks to defend a particular race or kind of creature, such as elves or druids."]] [["4"] [[:i "Crusader:"] " The item seeks to defeat, weaken, or destroy the servants of a particular deity."]] [["5"] [[:i "Templar:"] " The item seeks to defend the servants and interests of a particular deity."]] [["6"] [[:i "Destroyer:"] " The item craves destruction and goads its user to fight arbitrarily."]] [["7"] [[:i "Glory Seeker:"] " The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure."]] [["8"] [[:i "Lore Seeker:"] " The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."]] [["9"] [[:i "Destiny Seeker:"] " The item is convinced that it and its wielder have key roles to play in future events."]] [["10"] [[:i "Creator Seeker:"] " The item seeks its creator and wants to understand why it was created."]]]}] [:h 2 "Conflict" :conflict] [:p "A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:"] [:ul ["The item insists on being carried or worn at all times."] ["The item demands that its wielder dispose of anything the item finds repugnant."] ["The item demands that its wielder pursue the item’s goals to the exclusion of all other goals."] ["The item demands to be given to someone else."]] [:p "If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:"] [:ul ["Make it impossible for its wielder to attune to it."] ["Suppress one or more of its activated properties."] ["Attempt to take control of its wielder."]] [:p "If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is " [:a {:kind :condition :key :charmed} "charmed"] " by the item for 1d12 hours. While " [:a {:kind :condition :key :charmed} "charmed"] ", the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn."]]} - {:key :monsters :name "Monsters" :group :game-master :pages [254 260] :body [[:p "A monster’s statistics, sometimes referred to as its " [:b "stat block"] ", provide the essential information that you need to run the monster."] [:h 2 "Size" :size] [:p "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the " [:i "Player’s Handbook"] " for more information on creature size and space."] [:h 4 "Size Categories" :size-categories] [:table {:columns ["Size" "Space" "Examples"] :rows [[["Tiny"] ["2½ by 2½ ft."] ["Imp, sprite"]] [["Small"] ["5 by 5 ft."] ["Giant rat, goblin"]] [["Medium"] ["5 by 5 ft."] ["Orc, werewolf"]] [["Large"] ["10 by 10 ft."] ["Hippogriff, ogre"]] [["Huge"] ["15 by 15 ft."] ["Fire giant, treant"]] [["Gargantuan"] ["20 by 20 ft. or larger"] ["Kraken, purple worm"]]]}] [:h 4 "Modifying Creatures" :modifying-creatures] [:p "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating."] [:h 2 "Type" :type] [:p "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 " [:i "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."] [:p "The game includes the following monster types, which have no rules of their own."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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 and invisible stalkers."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:h 3 "Tags" :tags] [:p "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the " [:i "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."] [:h 2 "Alignment" :alignment] [:p "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 " [:i "Player’s Handbook"] " for descriptions of the different alignments."] [:p "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."] [:p "Some creatures can have " [:b "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."] [:p "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 " [:b "unaligned"] ", which means they don’t have an alignment."] [:h 2 "Armor Class" :armor-class] [:p "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."] [:h 2 "Hit Points" :hit-points] [:p "A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the " [:i "Player’s Handbook"] "."] [:p "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)."] [:p "A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table."] [:h 2 "Hit Dice by Size" :hit-dice-by-size] [:table {:columns ["Monster Size" "Hit Die" "Average HP per Die"] :rows [[["Tiny"] ["d4"] ["2½"]] [["Small"] ["d6"] ["3½"]] [["Medium"] ["d8"] ["4½"]] [["Large"] ["d10"] ["5½"]] [["Huge"] ["d12"] ["6½"]] [["Gargantuan"] ["d20"] ["10½"]]]}] [:p "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)."] [:h 2 "Speed" :speed] [:p "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the " [:i "Player’s Handbook"] "."] [:p "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."] [:p "Some creatures have one or more of the following additional movement modes."] [:h 3 "Burrow" :burrow] [:p "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."] [:h 3 "Climb" :climb] [:p "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."] [:h 3 "Fly" :fly] [:p "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 " [:i "Player’s Handbook"] "). Such a monster stops hovering when it dies."] [:h 3 "Swim" :swim] [:p "A monster that has a swimming speed doesn’t need to spend extra movement to swim."] [:h 2 "Ability Score" :ability-scores] [:p "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 " [:i "Player’s Handbook"] "."] [:h 2 "Saving Throws" :saving-throws] [:p "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."] [:p "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)."] [:h 2 "Proficiency Bonus by Challenge Rating" :prof-bonus-by-cr] [:table {:columns ["Challenge" "Proficiency Bonus"] :rows [[["0"] ["+2"]] [["⅛"] ["+2"]] [["¼"] ["+2"]] [["½"] ["+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"]]]}] [:h 2 "Skills" :skills] [:p "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."] [:p "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."] [:h 3 "Armor, Weapon and Tool Proficiency" :armor-weapon-tool-proficiencies] [:p "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."] [:p "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."] [:p "See the " [:i "Player’s Handbook"] " for rules on using armor or weapons without proficiency."] [:h 2 "Vulnerabilities, Resistances, and Immunities" :vulnerabilities-resistances-immunities] [:p "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."] [:h 2 "Senses" :senses] [:p "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."] [:h 3 "Blindsight" :blindsight] [:p "A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius."] [:p "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."] [:p "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."] [:h 3 "Darkvision" :darkvision] [:p "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."] [:h 4 "Tremorsense" :tremorsense] [:p "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."] [:h 3 "Truesight" :truesight] [:p "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."] [:h 2 "Languages" :languages] [:p "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."] [:h 3 "Telepathy" :telepathy] [:p "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."] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] ", it can’t initiate telepathic contact, and any current contact is terminated."] [:p "A creature within the area of an " [:a {:kind :spell :key :antimagic-field} [:i "antimagic field"]] " or in any other location where magic doesn’t function can’t send or receive telepathic messages."] [:h 2 "Challenge" :challenge] [:p "A monster’s " [:b "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."] [:p "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."] [:p "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."] [:h 3 "Experience Points" :experience-points] [:p "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."] [:p "Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block."] [:h 4 "Experience Points by Challenge Rating" :experience-points-by-cr] [:table {:columns ["Challenge" "XP"] :rows [[["0"] ["0 or 10"]] [["⅛"] ["25"]] [["¼"] ["50"]] [["½"] ["100"]] [["1"] ["200"]] [["2"] ["450"]] [["3"] ["700"]] [["4"] ["1,100"]] [["5"] ["1,800"]] [["6"] ["2,300"]] [["7"] ["2,900"]] [["8"] ["3,900"]] [["9"] ["5,000"]] [["10"] ["5,900"]] [["11"] ["7,200"]] [["12"] ["8,400"]] [["13"] ["10,000"]] [["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"]] [["26"] ["90,000"]] [["27"] ["105,000"]] [["28"] ["120,000"]] [["29"] ["135,000"]] [["30"] ["155,000"]]]}] [:h 2 "Special Traits" :special-traits] [:p "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."] [:h 3 "Innate Spellcasting" :innate-spellcasting] [:p "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."] [:p "An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the " [:a {:kind :spell :key :levitate} [:i "levitate"]] " spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage."] [:p "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."] [:h 3 "Spellcasting" :spellcasting] [:p "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 " [:i "Player’s Handbook"] "). The spellcaster level is also used for any cantrips included in the feature."] [:p "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."] [:p "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 " [:a {:kind :spell :key :lightning-bolt} [:i "lightning bolt"]] " spell can cast it as a 5th-level spell by using one of its 5th-level spell slots."] [:p "You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating."] [:h 3 "Psionics" :psionics] [:p "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."] [:h 2 "Actions" :actions] [:p "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 " [:i "Player’s Handbook"] "."] [:h 3 "Melee and Ranged Attacks" :melee-and-ranged-attacks] [:p "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 " [:i "Player’s Handbook"] "."] [:p "*" [:b "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."] [:p "*" [:b "Hit."] "* Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"" [:i "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."] [:p "*" [:b "Miss."] "* If an attack has an effect that occurs on a miss, that information is presented after the \"" [:i "Miss:"] "\" notation."] [:h 3 "Multiattack" :multiattack] [:p "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."] [:h 3 "Ammunition" :ammunition] [:p "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."] [:h 2 "Ammunition" :reactions] [:p "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."] [:h 2 "Limited Usage" :limited-usage] [:p "Some special abilities have restrictions on the number of times they can be used."] [:p "*" [:b "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."] [:p "*" [:b "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."] [:p "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."] [:p "*" [:b "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."] [:h 3 "Grapple Rules for Monsters" :grapple-rules] [:p "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."] [:p "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."] [:h 3 "Equipment" :equipment] [:p "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."] [:p "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."] [:p "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."] [:h 2 "Legendary Creature" :legendary-creatures] [:p "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."] [:p "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."] [:h 3 "Legendary Actions" :legendary-actions] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat."] [:h 3 "Legendary Creature’s Lair" :legendary-creatures-lair] [:p "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."] [:h 3 "Lair Actions" :lair-actions] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat."] [:h 3 "Regional Effects" :regional-effects] [:p "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."]]} - {:key :nonplayer-characters :name "Nonplayer Characters" :group :game-master :pages [366 366] :body [[:p "This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs."] [:h 3 "Customizing NPCs" :customizing-npcs] [:p "There are many easy ways to customize the NPCs in this appendix for your home campaign."] [:p "*" [:b "Racial Traits."] "* You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the " [:i "Player’s Handbook"] "."] [:p "*" [:b "Spell Swaps."] "* One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating."] [:p "*" [:b "Armor and Weapon Swaps."] "* You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating."] [:p "*" [:b "Magic Items."] "* The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating."]]}]} + {:key :monsters :name "Monsters" :group :game-master :pages [254 260] :body [[:p "A monster’s statistics, sometimes referred to as its " [:b "stat block"] ", provide the essential information that you need to run the monster."] [:h 2 "Size" :size] [:p "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the " [:i "Player’s Handbook"] " for more information on creature size and space."] [:h 4 "Size Categories" :size-categories] [:table {:columns ["Size" "Space" "Examples"] :rows [[["Tiny"] ["2½ by 2½ ft."] ["Imp, sprite"]] [["Small"] ["5 by 5 ft."] ["Giant rat, goblin"]] [["Medium"] ["5 by 5 ft."] ["Orc, werewolf"]] [["Large"] ["10 by 10 ft."] ["Hippogriff, ogre"]] [["Huge"] ["15 by 15 ft."] ["Fire giant, treant"]] [["Gargantuan"] ["20 by 20 ft. or larger"] ["Kraken, purple worm"]]]}] [:h 4 "Modifying Creatures" :modifying-creatures] [:p "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating."] [:h 2 "Type" :type] [:p "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 " [:i "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."] [:p "The game includes the following monster types, which have no rules of their own."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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 and invisible stalkers."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:p [:b "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."] [:h 3 "Tags" :tags] [:p "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the " [:i "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."] [:h 2 "Alignment" :alignment] [:p "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 " [:i "Player’s Handbook"] " for descriptions of the different alignments."] [:p "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."] [:p "Some creatures can have " [:b "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."] [:p "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 " [:b "unaligned"] ", which means they don’t have an alignment."] [:h 2 "Armor Class" :armor-class] [:p "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."] [:h 2 "Hit Points" :hit-points] [:p "A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the " [:i "Player’s Handbook"] "."] [:p "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)."] [:p "A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table."] [:h 2 "Hit Dice by Size" :hit-dice-by-size] [:table {:columns ["Monster Size" "Hit Die" "Average HP per Die"] :rows [[["Tiny"] ["d4"] ["2½"]] [["Small"] ["d6"] ["3½"]] [["Medium"] ["d8"] ["4½"]] [["Large"] ["d10"] ["5½"]] [["Huge"] ["d12"] ["6½"]] [["Gargantuan"] ["d20"] ["10½"]]]}] [:p "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)."] [:h 2 "Speed" :speed] [:p "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the " [:i "Player’s Handbook"] "."] [:p "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."] [:p "Some creatures have one or more of the following additional movement modes."] [:h 3 "Burrow" :burrow] [:p "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."] [:h 3 "Climb" :climb] [:p "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."] [:h 3 "Fly" :fly] [:p "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 " [:i "Player’s Handbook"] "). Such a monster stops hovering when it dies."] [:h 3 "Swim" :swim] [:p "A monster that has a swimming speed doesn’t need to spend extra movement to swim."] [:h 2 "Ability Score" :ability-scores] [:p "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 " [:i "Player’s Handbook"] "."] [:h 2 "Saving Throws" :saving-throws] [:p "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."] [:p "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)."] [:h 2 "Proficiency Bonus by Challenge Rating" :prof-bonus-by-cr] [:table {:columns ["Challenge" "Proficiency Bonus"] :rows [[["0"] ["+2"]] [["⅛"] ["+2"]] [["¼"] ["+2"]] [["½"] ["+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"]]]}] [:h 2 "Skills" :skills] [:p "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."] [:p "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."] [:h 3 "Armor, Weapon and Tool Proficiency" :armor-weapon-tool-proficiencies] [:p "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."] [:p "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."] [:p "See the " [:i "Player’s Handbook"] " for rules on using armor or weapons without proficiency."] [:h 2 "Vulnerabilities, Resistances, and Immunities" :vulnerabilities-resistances-immunities] [:p "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."] [:h 2 "Senses" :senses] [:p "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."] [:h 3 "Blindsight" :blindsight] [:p "A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius."] [:p "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."] [:p "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."] [:h 3 "Darkvision" :darkvision] [:p "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."] [:h 4 "Tremorsense" :tremorsense] [:p "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."] [:h 3 "Truesight" :truesight] [:p "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."] [:h 2 "Languages" :languages] [:p "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."] [:h 3 "Telepathy" :telepathy] [:p "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."] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] ", it can’t initiate telepathic contact, and any current contact is terminated."] [:p "A creature within the area of an " [:a {:kind :spell :key :antimagic-field} [:i "antimagic field"]] " or in any other location where magic doesn’t function can’t send or receive telepathic messages."] [:h 2 "Challenge" :challenge] [:p "A monster’s " [:b "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."] [:p "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."] [:p "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."] [:h 3 "Experience Points" :experience-points] [:p "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."] [:p "Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block."] [:h 4 "Experience Points by Challenge Rating" :experience-points-by-cr] [:table {:columns ["Challenge" "XP"] :rows [[["0"] ["0 or 10"]] [["⅛"] ["25"]] [["¼"] ["50"]] [["½"] ["100"]] [["1"] ["200"]] [["2"] ["450"]] [["3"] ["700"]] [["4"] ["1,100"]] [["5"] ["1,800"]] [["6"] ["2,300"]] [["7"] ["2,900"]] [["8"] ["3,900"]] [["9"] ["5,000"]] [["10"] ["5,900"]] [["11"] ["7,200"]] [["12"] ["8,400"]] [["13"] ["10,000"]] [["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"]] [["26"] ["90,000"]] [["27"] ["105,000"]] [["28"] ["120,000"]] [["29"] ["135,000"]] [["30"] ["155,000"]]]}] [:h 2 "Special Traits" :special-traits] [:p "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."] [:h 3 "Innate Spellcasting" :innate-spellcasting] [:p "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."] [:p "An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the " [:a {:kind :spell :key :levitate} [:i "levitate"]] " spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage."] [:p "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."] [:h 3 "Spellcasting" :spellcasting] [:p "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 " [:i "Player’s Handbook"] "). The spellcaster level is also used for any cantrips included in the feature."] [:p "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."] [:p "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 " [:a {:kind :spell :key :lightning-bolt} [:i "lightning bolt"]] " spell can cast it as a 5th-level spell by using one of its 5th-level spell slots."] [:p "You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating."] [:h 3 "Psionics" :psionics] [:p "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."] [:h 2 "Actions" :actions] [:p "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 " [:i "Player’s Handbook"] "."] [:h 3 "Melee and Ranged Attacks" :melee-and-ranged-attacks] [:p "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 " [:i "Player’s Handbook"] "."] [:p [:i [:b "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."] [:p [:i [:b "Hit."]] " Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"" [:i "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."] [:p [:i [:b "Miss."]] " If an attack has an effect that occurs on a miss, that information is presented after the \"" [:i "Miss:"] "\" notation."] [:h 3 "Multiattack" :multiattack] [:p "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."] [:h 3 "Ammunition" :ammunition] [:p "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."] [:h 2 "Ammunition" :reactions] [:p "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."] [:h 2 "Limited Usage" :limited-usage] [:p "Some special abilities have restrictions on the number of times they can be used."] [:p [:i [:b "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."] [:p [:i [:b "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."] [:p "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."] [:p [:i [:b "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."] [:h 3 "Grapple Rules for Monsters" :grapple-rules] [:p "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."] [:p "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."] [:h 3 "Equipment" :equipment] [:p "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."] [:p "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."] [:p "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."] [:h 2 "Legendary Creature" :legendary-creatures] [:p "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."] [:p "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."] [:h 3 "Legendary Actions" :legendary-actions] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat."] [:h 3 "Legendary Creature’s Lair" :legendary-creatures-lair] [:p "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."] [:h 3 "Lair Actions" :lair-actions] [:p "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 " [:a {:kind :condition :key :incapacitated} "incapacitated"] " or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat."] [:h 3 "Regional Effects" :regional-effects] [:p "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."]]} + {:key :nonplayer-characters :name "Nonplayer Characters" :group :game-master :pages [366 366] :body [[:p "This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs."] [:h 3 "Customizing NPCs" :customizing-npcs] [:p "There are many easy ways to customize the NPCs in this appendix for your home campaign."] [:p [:i [:b "Racial Traits."]] " You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the " [:i "Player’s Handbook"] "."] [:p [:i [:b "Spell Swaps."]] " One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating."] [:p [:i [:b "Armor and Weapon Swaps."]] " You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating."] [:p [:i [:b "Magic Items."]] " The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating."]]}]} From d79634df3793088c4b9f39cb43a82abb0026cd17 Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Thu, 15 Oct 2026 03:29:31 -0400 Subject: [PATCH 3/6] srd-2014 weapons: The Longbow is an ammunition weapon It was the only one of the seven SRD ammunition weapons without ::weapons/ammunition?, which magic items and the item builder read. Test: every SRD weapon with the ammunition property carries the flag. --- src/cljc/orcpub/dnd/e5/weapons.cljc | 1 + test/clj/orcpub/dnd/e5/srd_equipment_test.clj | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/src/cljc/orcpub/dnd/e5/weapons.cljc b/src/cljc/orcpub/dnd/e5/weapons.cljc index d38d783cd..6bd0062a5 100644 --- a/src/cljc/orcpub/dnd/e5/weapons.cljc +++ b/src/cljc/orcpub/dnd/e5/weapons.cljc @@ -366,6 +366,7 @@ ::ranged? true, ::heavy? true, ::range {::min 150, ::max 600}, + ::ammunition? true :key :longbow ::two-handed? true} {:name "Net" :cost {:num 1 :type :gp} :weight "3 lb.", diff --git a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj index 9c8bdd4bd..73be6fe2f 100644 --- a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj +++ b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj @@ -46,6 +46,13 @@ (is (= :martial-ranged (by-key :net))) (is (= :simple-melee (by-key :javelin)) "a thrown melee weapon stays melee")))) +(deftest ammunition-weapons-are-flagged + (let [by-key (into {} (map (juxt :key identity)) weapons/weapons)] + (doseq [{:keys [key properties]} (:weapons (equipment-file)) + :when (some #(= :ammunition (:key %)) properties)] + (testing (name key) + (is (::weapons/ammunition? (by-key key)) "an SRD ammunition weapon carries the app's ammunition flag"))))) + (deftest armor-carries-srd-cost-and-weight (let [srd (by-name (map #(update % :name (fn [n] (s/replace n #"(?i) armor$" ""))) (:armor (equipment-file)))) app (by-name armor/armor)] From 2751d4489b332787f975271ef8bbfadc0f044abd Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Thu, 15 Oct 2026 10:25:01 -0400 Subject: [PATCH 4/6] srd-2014 weapons: The Net deals no damage, and attacks show their damage type A weapon with no damage die (the Net) showed d+2: the sheet's roll button, the Attacks text and the PDF. It now reads "no damage" or "None", has no roll button, its details say Damage Type None, and the Net says what it does (restrains a Large or smaller creature). The Attacks text also dropped every weapon's damage type ("1d8+2 damage"): it read only plain keys, not ::weapons/damage-type. Test: a-weapon-without-damage-shows-none. --- src/cljc/orcpub/dnd/e5/display.cljc | 31 +++++++++++-------- src/cljc/orcpub/dnd/e5/weapons.cljc | 1 + src/cljc/orcpub/pdf_spec.cljc | 14 ++++++--- src/cljs/orcpub/dnd/e5/views.cljs | 27 +++++++++++----- test/clj/orcpub/dnd/e5/srd_equipment_test.clj | 21 +++++++++++-- 5 files changed, 67 insertions(+), 27 deletions(-) diff --git a/src/cljc/orcpub/dnd/e5/display.cljc b/src/cljc/orcpub/dnd/e5/display.cljc index 4b58782cb..1f63c9457 100644 --- a/src/cljc/orcpub/dnd/e5/display.cljc +++ b/src/cljc/orcpub/dnd/e5/display.cljc @@ -111,25 +111,30 @@ :ranged "ranged" "melee")))) -(defn attack-description [{:keys [description summary attack-type area-type damage-type damage-die damage-die-count damage-modifier attack-modifier save save-dc page source] :as attack}] - (let [attack-mod-str (when attack-modifier (str (common/bonus-str attack-modifier) " to hit, "))] +(defn attack-description + "One-line text for an attack or weapon: summary, reach, to-hit, damage and save. + Args: attack, a map with plain keys (:damage-die ...) or a weapon's ::weapons/ keys, plus + :attack-type, :attack-modifier and :damage-modifier. Returns a string. With no damage die + (the Net) it says \"no damage\" and adds no modifier." + [{:keys [attack-type damage-modifier attack-modifier save save-dc] :as attack}] + (let [attack-mod-str (when attack-modifier (str (common/bonus-str attack-modifier) " to hit, ")) + die (or (:damage-die attack) (::weapons/damage-die attack)) + die-count (or (:damage-die-count attack) (::weapons/damage-die-count attack)) + damage-type (or (:damage-type attack) (::weapons/damage-type attack))] (str (attack-description-short attack) (case attack-type :area ", " :ranged (str ", " attack-mod-str) (str ", " attack-mod-str)) - (or damage-die-count - (::weapons/damage-die-count attack)) - "d" - (or damage-die - (::weapons/damage-die attack)) - (when damage-modifier (common/mod-str damage-modifier)) - " " - (when damage-type (common/safe-name damage-type)) - " damage" - (when save (str ", DC" save-dc " " (common/safe-name save) " save")) - #_(when page (str " (" (source-description source page) ")"))))) + (if die + (str die-count "d" die + (when damage-modifier (common/mod-str damage-modifier)) + " " + (when damage-type (str (common/safe-name damage-type) " ")) + "damage") + "no damage") + (when save (str ", DC" save-dc " " (common/safe-name save) " save"))))) (defn action-description [{:keys [description summary source page duration range frequency qualifier]}] (str diff --git a/src/cljc/orcpub/dnd/e5/weapons.cljc b/src/cljc/orcpub/dnd/e5/weapons.cljc index 6bd0062a5..847b4250f 100644 --- a/src/cljc/orcpub/dnd/e5/weapons.cljc +++ b/src/cljc/orcpub/dnd/e5/weapons.cljc @@ -375,6 +375,7 @@ ::thrown true, ::range {::min 5, ::max 15}, :key :net + :summary "restrains a Large or smaller creature it hits" ::special? true} ;;;; ;; Community Designed Weapons diff --git a/src/cljc/orcpub/pdf_spec.cljc b/src/cljc/orcpub/pdf_spec.cljc index 2ae3f3449..68923f675 100644 --- a/src/cljc/orcpub/pdf_spec.cljc +++ b/src/cljc/orcpub/pdf_spec.cljc @@ -674,10 +674,16 @@ (profs-paragraph armor-profs armor5e/armor-map "Armor") (profs-paragraph languages language-map "Language")])))) -(defn damage-str [die die-count mod damage-type] - (str (dice/dice-string die-count die mod) - (when damage-type - (str " " (if (keyword? damage-type) (name damage-type) (str damage-type)))))) +(defn damage-str + "A weapon's damage for the PDF, e.g. \"1d8+2 slashing\". + Args: die, die-count, mod (the damage modifier), damage-type (keyword or string). + Returns a string; \"None\" when there is no die (the Net), with no modifier." + [die die-count mod damage-type] + (if-not die + "None" + (str (dice/dice-string die-count die mod) + (when damage-type + (str " " (if (keyword? damage-type) (name damage-type) (str damage-type))))))) (defn attacks-and-spellcasting-fields "The attack fields for `built-char`'s equipped weapons, ammunition excluded: the first three diff --git a/src/cljs/orcpub/dnd/e5/views.cljs b/src/cljs/orcpub/dnd/e5/views.cljs index 544707945..0bf872387 100644 --- a/src/cljs/orcpub/dnd/e5/views.cljs +++ b/src/cljs/orcpub/dnd/e5/views.cljs @@ -3642,7 +3642,12 @@ [{:keys [num type]}] (str num " " (common/safe-name type))) -(defn weapon-details [{:keys [::weapon/description +(defn weapon-details + "The expanded details of a weapon row: type, damage type, magic bonuses, reach, range and + properties. Args: the weapon map; damage-modifier-fn, (fn [weapon off-hand?]) giving the + damage modifier for the versatile damage. Returns hiccup. Damage type reads \"None\" with + no damage die (the Net)." + [{:keys [::weapon/description ::weapon/type ::weapon/damage-type ::mi/magical-damage-bonus @@ -3663,7 +3668,7 @@ (weapon-details-field "Type" (common/safe-name type)) (if magical-damage-type (weapon-details-field "Damage Type" (common/safe-name magical-damage-type)) - (weapon-details-field "Damage Type" (common/safe-name damage-type))) + (weapon-details-field "Damage Type" (if (::weapon/damage-die weapon) (common/safe-name damage-type) "None"))) (when magical-damage-bonus (weapon-details-field "Magical Damage Bonus" magical-damage-bonus)) (when magical-attack-bonus @@ -3805,7 +3810,11 @@ (svg-icon icon 32) [:span.m-l-5.f-w-b.f-s-18 title]]) -(defn weapons-section-2 [] +(defn weapons-section-2 + "The character sheet's weapons table: one row per weapon with proficiency, attack and damage + roll buttons, and expandable details. Returns a component fn of the character id. A weapon + with no damage die (the Net) shows \"None\" in place of a damage roll." + [] (let [expanded-details (r/atom {})] (fn [id] (let [all-weapons @(subscribe [::char/all-weapons id]) @@ -3857,11 +3866,13 @@ (str name " attack: ") (str "1d20" (common/mod-str (weapon-attack-modifier weapon))) :text (str "1d20" (common/mod-str (weapon-attack-modifier weapon))))] - [:td (roll-button - (str name " damage: ") - (str damage-die-count "d" damage-die (common/mod-str (weapon-damage-modifier weapon))) - :text (str damage-die-count "d" damage-die (common/mod-str (weapon-damage-modifier weapon))) - :style {:width "100%"}) + [:td (if damage-die + (roll-button + (str name " damage: ") + (str damage-die-count "d" damage-die (common/mod-str (weapon-damage-modifier weapon))) + :text (str damage-die-count "d" damage-die (common/mod-str (weapon-damage-modifier weapon))) + :style {:width "100%"}) + [:span.p-10 "None"]) (when versatile (roll-button (str name " versatile damage: ") diff --git a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj index 73be6fe2f..0dcf069e2 100644 --- a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj +++ b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj @@ -1,11 +1,14 @@ (ns orcpub.dnd.e5.srd-equipment-test - "The app's SRD weapons and armor carry the costs and weights of the SRD 5.1 equipment tables, - as recorded in the served file resources/public/srd/2014/equipment.edn." + "The app's SRD weapons and armor match the SRD 5.1 equipment tables as recorded in the served + file resources/public/srd/2014/equipment.edn (costs, weights, ammunition flags), and a weapon + with no damage dice (the Net) shows as dealing no damage." (:require [clojure.test :refer [deftest is testing]] [clojure.edn :as edn] [clojure.java.io :as io] [clojure.string :as s] [orcpub.common :as common] + [orcpub.dnd.e5.display :as disp] + [orcpub.pdf-spec :as pdf] [orcpub.dnd.e5.weapons :as weapons] [orcpub.dnd.e5.armor :as armor])) @@ -53,6 +56,20 @@ (testing (name key) (is (::weapons/ammunition? (by-key key)) "an SRD ammunition weapon carries the app's ammunition flag"))))) +(deftest a-weapon-without-damage-shows-none + (let [net (weapons/weapons-map :net) + sword (weapons/weapons-map :longsword) + attack-text #(disp/attack-description (assoc % :attack-type :ranged :attack-modifier 5 :damage-modifier 2)) + pdf-damage #(pdf/damage-str (::weapons/damage-die %) (::weapons/damage-die-count %) 2 (::weapons/damage-type %))] + (testing "the Net: no dice, so no damage and no modifier" + (is (not (s/includes? (attack-text net) "d+"))) + (is (s/includes? (attack-text net) "no damage")) + (is (= "None" (pdf-damage net))) + (is (seq (:summary net)) "says what a net does instead")) + (testing "a weapon with dice is unchanged" + (is (s/includes? (attack-text sword) "1d8+2 slashing damage")) + (is (= "1d8+2 slashing" (pdf-damage sword)))))) + (deftest armor-carries-srd-cost-and-weight (let [srd (by-name (map #(update % :name (fn [n] (s/replace n #"(?i) armor$" ""))) (:armor (equipment-file)))) app (by-name armor/armor)] From 2c9b6a7f226e391167a5b88d49c8fca27b2813ba Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Thu, 15 Oct 2026 11:38:37 -0400 Subject: [PATCH 5/6] srd-2014 weapons: The Net's short effect in small spaces, the SRD text in its details The table row, the Attacks text and the PDF damage box say "restrains" (PDF: "None (restrains)"). The expanded details carry the SRD's Net paragraph verbatim; the test checks it against the served rules text. --- src/cljc/orcpub/dnd/e5/weapons.cljc | 3 ++- src/cljc/orcpub/pdf_spec.cljc | 20 ++++++++-------- test/clj/orcpub/dnd/e5/srd_equipment_test.clj | 23 +++++++++++++++---- 3 files changed, 32 insertions(+), 14 deletions(-) diff --git a/src/cljc/orcpub/dnd/e5/weapons.cljc b/src/cljc/orcpub/dnd/e5/weapons.cljc index 847b4250f..6387d57e4 100644 --- a/src/cljc/orcpub/dnd/e5/weapons.cljc +++ b/src/cljc/orcpub/dnd/e5/weapons.cljc @@ -375,7 +375,8 @@ ::thrown true, ::range {::min 5, ::max 15}, :key :net - :summary "restrains a Large or smaller creature it hits" + :summary "restrains" + ::description "A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." ::special? true} ;;;; ;; Community Designed Weapons diff --git a/src/cljc/orcpub/pdf_spec.cljc b/src/cljc/orcpub/pdf_spec.cljc index 68923f675..5adeee6bc 100644 --- a/src/cljc/orcpub/pdf_spec.cljc +++ b/src/cljc/orcpub/pdf_spec.cljc @@ -676,14 +676,16 @@ (defn damage-str "A weapon's damage for the PDF, e.g. \"1d8+2 slashing\". - Args: die, die-count, mod (the damage modifier), damage-type (keyword or string). - Returns a string; \"None\" when there is no die (the Net), with no modifier." - [die die-count mod damage-type] - (if-not die - "None" - (str (dice/dice-string die-count die mod) - (when damage-type - (str " " (if (keyword? damage-type) (name damage-type) (str damage-type))))))) + Args: die, die-count, mod (the damage modifier), damage-type (keyword or string), and + optionally summary, the weapon's short effect. Returns a string; with no die (the Net) it is + \"None\", or \"None (restrains)\" given a summary, and no modifier." + ([die die-count mod damage-type] (damage-str die die-count mod damage-type nil)) + ([die die-count mod damage-type summary] + (if-not die + (str "None" (when summary (str " (" summary ")"))) + (str (dice/dice-string die-count die mod) + (when damage-type + (str " " (if (keyword? damage-type) (name damage-type) (str damage-type)))))))) (defn attacks-and-spellcasting-fields "The attack fields for `built-char`'s equipped weapons, ammunition excluded: the first three @@ -702,7 +704,7 @@ finesse-damage-modifier (char5e/weapon-damage-modifier built-char weapon true) normal {:name (:name weapon) :attack-bonus (char5e/best-weapon-attack-modifier built-char weapon) - :damage (damage-str damage-die damage-die-count normal-damage-modifier damage-type)}] + :damage (damage-str damage-die damage-die-count normal-damage-modifier damage-type (:summary weapon))}] (remove nil? [normal diff --git a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj index 0dcf069e2..e363edd0f 100644 --- a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj +++ b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj @@ -6,6 +6,7 @@ [clojure.edn :as edn] [clojure.java.io :as io] [clojure.string :as s] + [clojure.walk :as walk] [orcpub.common :as common] [orcpub.dnd.e5.display :as disp] [orcpub.pdf-spec :as pdf] @@ -56,16 +57,30 @@ (testing (name key) (is (::weapons/ammunition? (by-key key)) "an SRD ammunition weapon carries the app's ammunition flag"))))) +(defn rules-text + "The served 2014 rules as one string: every text node, spaces collapsed, so a sentence split by + a link (\"is \" [:a ... \"restrained\"] \" until\") reads whole." + [] + (let [strs (atom [])] + (walk/postwalk #(do (when (string? %) (swap! strs conj %)) %) + (some-> (io/resource "public/srd/2014/rules.edn") slurp edn/read-string)) + (s/replace (s/join " " @strs) #"\s+" " "))) + (deftest a-weapon-without-damage-shows-none (let [net (weapons/weapons-map :net) sword (weapons/weapons-map :longsword) attack-text #(disp/attack-description (assoc % :attack-type :ranged :attack-modifier 5 :damage-modifier 2)) - pdf-damage #(pdf/damage-str (::weapons/damage-die %) (::weapons/damage-die-count %) 2 (::weapons/damage-type %))] + pdf-damage #(pdf/damage-str (::weapons/damage-die %) (::weapons/damage-die-count %) 2 (::weapons/damage-type %) (:summary %))] (testing "the Net: no dice, so no damage and no modifier" (is (not (s/includes? (attack-text net) "d+"))) - (is (s/includes? (attack-text net) "no damage")) - (is (= "None" (pdf-damage net))) - (is (seq (:summary net)) "says what a net does instead")) + (is (s/includes? (attack-text net) "no damage"))) + (testing "small spaces get the short summary" + (is (<= (count (:summary net)) 12) "fits the table row and the PDF box") + (is (s/includes? (attack-text net) (:summary net))) + (is (= (str "None (" (:summary net) ")") (pdf-damage net)))) + (testing "the details get the SRD's own words" + (is (seq (::weapons/description net))) + (is (s/includes? (rules-text) (::weapons/description net)) "verbatim from the served SRD rules")) (testing "a weapon with dice is unchanged" (is (s/includes? (attack-text sword) "1d8+2 slashing damage")) (is (= "1d8+2 slashing" (pdf-damage sword)))))) From b430e8e88d6bcf98122fb29faa8906bb2f5922ab Mon Sep 17 00:00:00 2001 From: codeGlaze Date: Sat, 17 Oct 2026 19:37:35 -0400 Subject: [PATCH 6/6] srd-2014 weapons: A magic weapon's damage type in its attack text (Sun Blade reads radiant) --- src/cljc/orcpub/dnd/e5/display.cljc | 7 +++++-- test/clj/orcpub/dnd/e5/srd_equipment_test.clj | 5 ++++- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/src/cljc/orcpub/dnd/e5/display.cljc b/src/cljc/orcpub/dnd/e5/display.cljc index 1f63c9457..99e1d03b4 100644 --- a/src/cljc/orcpub/dnd/e5/display.cljc +++ b/src/cljc/orcpub/dnd/e5/display.cljc @@ -115,12 +115,15 @@ "One-line text for an attack or weapon: summary, reach, to-hit, damage and save. Args: attack, a map with plain keys (:damage-die ...) or a weapon's ::weapons/ keys, plus :attack-type, :attack-modifier and :damage-modifier. Returns a string. With no damage die - (the Net) it says \"no damage\" and adds no modifier." + (the Net) it says \"no damage\" and adds no modifier. A magic weapon's damage type (Sun Blade: + radiant) replaces its base type." [{:keys [attack-type damage-modifier attack-modifier save save-dc] :as attack}] (let [attack-mod-str (when attack-modifier (str (common/bonus-str attack-modifier) " to hit, ")) die (or (:damage-die attack) (::weapons/damage-die attack)) die-count (or (:damage-die-count attack) (::weapons/damage-die-count attack)) - damage-type (or (:damage-type attack) (::weapons/damage-type attack))] + damage-type (or (:damage-type attack) + (:orcpub.dnd.e5.magic-items/magical-damage-type attack) + (::weapons/damage-type attack))] (str (attack-description-short attack) (case attack-type diff --git a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj index e363edd0f..6c5fdef57 100644 --- a/test/clj/orcpub/dnd/e5/srd_equipment_test.clj +++ b/test/clj/orcpub/dnd/e5/srd_equipment_test.clj @@ -83,7 +83,10 @@ (is (s/includes? (rules-text) (::weapons/description net)) "verbatim from the served SRD rules")) (testing "a weapon with dice is unchanged" (is (s/includes? (attack-text sword) "1d8+2 slashing damage")) - (is (= "1d8+2 slashing" (pdf-damage sword)))))) + (is (= "1d8+2 slashing" (pdf-damage sword)))) + (testing "a magic weapon's own damage type replaces the base one (the Sun Blade)" + (let [sun-blade (assoc sword :orcpub.dnd.e5.magic-items/magical-damage-type :radiant)] + (is (s/includes? (attack-text sun-blade) "1d8+2 radiant damage")))))) (deftest armor-carries-srd-cost-and-weight (let [srd (by-name (map #(update % :name (fn [n] (s/replace n #"(?i) armor$" ""))) (:armor (equipment-file))))