├── .agenda-index ├── readme.org ├── 03.customization.org ├── 04.personalization.org ├── 09.spellcasting.org ├── 01.races.org ├── 07.adventuring.org ├── 06.abilities.org ├── 15.npcs.org └── 08.combat.org /.agenda-index: -------------------------------------------------------------------------------- 1 | 01.races.org 2 | 02.classes.org 3 | 03.customization.org 4 | 04.personalization.org 5 | 05.equipment.org 6 | 06.abilities.org 7 | 07.adventuring.org 8 | 08.combat.org 9 | 09.spellcasting.org 10 | 10.spells.org 11 | 11.gamemastering.org 12 | 12.treasure.org 13 | 13.monsters.org 14 | 14.creatures.org 15 | 15.npcs.org -------------------------------------------------------------------------------- /readme.org: -------------------------------------------------------------------------------- 1 | #+TITLE: Org DnD SRD 2 | 3 | * Description 4 | A shared org file collection of DnD SRD files. This repository was started from the [[https://github.com/OldManUmby/OGL-SRD5][OGL-SRD5]] repository. However, I 5 | didn't want to simply fork the repository as the structure will shift to better suite the capabilities that org files 6 | can have within [[https://www.gnu.org/software/emacs/][emacs]]. 7 | 8 | 9 | --- 10 | 11 | © 2015 Wizards. All Rights Reserved. Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information 12 | about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at 13 | [[http://www.wizards.com][www.wizards.com]]. 14 | -------------------------------------------------------------------------------- /03.customization.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: customization 3 | 4 | * Multiclassing :multiclass: 5 | Multiclassing allows you to gain levels in multiple classes. Doing so 6 | lets you mix the abilities of those classes to realize a character 7 | concept that might not be reflected in one of the standard class 8 | options. 9 | 10 | With this rule, you have the option of gaining a level in a new class 11 | whenever you advance in level, instead of gaining a level in your 12 | current class. Your levels in all your classes are added together to 13 | determine your character level. For example, if you have three levels in 14 | wizard and two in fighter, you're a 5th-level character. 15 | 16 | As you advance in levels, you might primarily remain a member of your 17 | original class with just a few levels in another class, or you might 18 | change course entirely, never looking back at the class you left behind. 19 | You might even start progressing in a third or fourth class. Compared to 20 | a single-class character of the same level, you'll sacrifice some focus 21 | in exchange for versatility. 22 | 23 | ** Prerequisites :prereq: 24 | To qualify for a new class, you must meet the ability score 25 | prerequisites for both your current class and your new one, as shown in 26 | the Multiclassing Prerequisites table. For example, a barbarian who 27 | decides to multiclass into the druid class must have both Strength and 28 | Wisdom scores of 13 or higher. Without the full training that a 29 | beginning character receives, you must be a quick study in your new 30 | class, having a natural aptitude that is reflected by higher- 31 | than-average ability scores. 32 | 33 | - Table: Multiclassing Prerequisites 34 | | Class | Ability Score Min. | 35 | |-----------+-----------------------------| 36 | | Barbarian | Strength 13 | 37 | | Bard | Charisma 13 | 38 | | Cleric | Wisdom 13 | 39 | | Druid | Wisdom 13 | 40 | | Fighter | Strength 13 or Dexterity 13 | 41 | | Monk | Dexterity 13 and Wisdom 13 | 42 | | Paladin | Strength 13 and Charisma 13 | 43 | | Ranger | Dexterity 13 and Wisdom 13 | 44 | | Rogue | Dexterity 13 | 45 | | Sorcerer | Charisma 13 | 46 | | Warlock | Charisma 13 | 47 | | Wizard | Intelligence 13 | 48 | 49 | ** Experience Points 50 | The experience point cost to gain a level is always based on your total 51 | character level, as shown in the Character Advancement table, not your 52 | level in a particular class. So, if you are a cleric 6/fighter 1, you 53 | must gain enough XP to reach 8th level before you can take your second 54 | level as a fighter or your seventh level as a cleric. 55 | 56 | ** Hit Points and Hit Dice 57 | You gain the hit points from your new class as described for levels 58 | after 1st. You gain the 1st-level hit points for a class only when you 59 | are a 1st-level character. 60 | 61 | You add together the Hit Dice granted by all your classes to form your 62 | pool of Hit Dice. If the Hit Dice are the same die type, you can simply 63 | pool them together. For example, both the fighter and the paladin have a 64 | d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If 65 | your classes give you Hit Dice of different types, keep track of them 66 | separately. If you are a paladin 5/cleric 5, for example, you have five 67 | d10 Hit Dice and five d8 Hit Dice. 68 | 69 | ** Proficiency Bonus 70 | Your proficiency bonus is always based on your total character level, as 71 | shown in the Character Advancement table in chapter 1, not your level in 72 | a particular class. For example, if you are a fighter 3/rogue 2, you 73 | have the proficiency bonus of a 5th- level character, which is +3. 74 | 75 | ** Proficiencies 76 | When you gain your first level in a class other than your initial class, 77 | you gain only some of new class's starting proficiencies, as shown in 78 | the Multiclassing Proficiencies table. 79 | 80 | - Table: Multiclassing Proficiencies 81 | | Class | Proficiencies Gained | 82 | |-----------+------------------------------------------------------------------------------------------------------------| 83 | | Barbarian | Shields, simple weapons, martial weapons | 84 | | Bard | Light armor, one skill of your choice, one musical instrument of your choice | 85 | | Cleric | Light armor, medium armor, shields | 86 | | Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | 87 | | Fighter | Light armor, medium armor, shields, simple weapons, martial weapons | 88 | | Monk | Simple weapons, shortswords | 89 | | Paladin | Light armor, medium armor, shields, simple weapons, martial weapons | 90 | | Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list | 91 | | Rogue | Light armor, one skill from the class's skill list, thieves' tools | 92 | | Sorcerer | - | 93 | | Warlock | Light armor, simple weapons | 94 | | Wizard | - | 95 | 96 | ** Class Features 97 | When you gain a new level in a class, you get its features for that 98 | level. You don't, however, receive the class's starting equipment, and a 99 | few features have additional rules when you're multiclassing: Channel 100 | Divinity, Extra Attack, Unarmored Defense, and Spellcasting. 101 | 102 | *** Channel Divinity 103 | If you already have the Channel Divinity feature and gain a level in a 104 | class that also grants the feature, you gain the Channel Divinity 105 | effects granted by that class, but getting the feature again doesn't 106 | give you an additional use of it. You gain additional uses only when you 107 | reach a class level that explicitly grants them to you. For example, if 108 | you are a cleric 6/paladin 4, you can use Channel Divinity twice between 109 | rests because you are high enough level in the cleric class to have more 110 | uses. Whenever you use the feature, you can choose any of the Channel 111 | Divinity effects available to you from your two classes. 112 | 113 | *** Extra Attack 114 | If you gain the Extra Attack class feature from more than one class, the 115 | features don't add together. You can't make more than two attacks with 116 | this feature unless it says you do (as the fighter's version of Extra 117 | Attack does). Similarly, the warlock's eldritch invocation Thirsting 118 | Blade doesn't give you additional attacks if you also have Extra Attack. 119 | 120 | *** Unarmored Defense 121 | If you already have the Unarmored Defense feature, you can't gain it 122 | again from another class. 123 | 124 | *** Spellcasting 125 | Your capacity for spellcasting depends partly on your combined levels in 126 | all your spellcasting classes and partly on your individual levels in 127 | those classes. Once you have the Spellcasting feature from more than one 128 | class, use the rules below. If you multiclass but have the Spellcasting 129 | feature from only one class, you follow the rules as described in that 130 | class. 131 | 132 | **** Spells Known and Prepared 133 | You determine what spells you know and 134 | can prepare for each class individually, as if you were a single-classed 135 | member of that class. If you are a ranger 4/wizard 3, for example, you 136 | know three 1st-level ranger spells based on your levels in the ranger 137 | class. As 3rd-level wizard, you know three wizard cantrips, and your 138 | spellbook contains ten wizard spells, two of which (the two you gained 139 | when you reached 3rd level as a wizard) can be 2nd-level spells. If your 140 | Intelligence is 16, you can prepare six wizard spells from your 141 | spellbook. 142 | 143 | Each spell you know and prepare is associated with one of your classes, 144 | and you use the spellcasting ability of that class when you cast the 145 | spell. Similarly, a spellcasting focus, such as a holy symbol, can be 146 | used only for the spells from the class associated with that focus. 147 | 148 | If a cantrip of yours increases in power at higher levels, the increase 149 | is based on your character level, not your level in a particular class 150 | 151 | **** Spell Slots 152 | You determine your available spell slots by adding 153 | together all your levels in the bard, cleric, druid, sorcerer, and 154 | wizard classes, and half your levels (rounded down) in the paladin and 155 | ranger classes. Use this total to determine your spell slots by 156 | consulting the Multiclass Spellcaster table. 157 | 158 | If you have more than one spellcasting class, this table might give you 159 | spell slots of a level that is higher than the spells you know or can 160 | prepare. You can use those slots, but only to cast your lower-level 161 | spells. If a lower-level spell that you cast, like /burning hands/, has 162 | an enhanced effect when cast using a higher-level slot, you can use the 163 | enhanced effect, even though you don't have any spells of that higher 164 | level. 165 | 166 | For example, if you are the aforementioned ranger 4/wizard 3, you count 167 | as a 5th-level character when determining your spell slots: you have 168 | four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. 169 | However, you don't know any 3rd-level spells, nor do you know any 170 | 2nd-level ranger spells. You can use the spell slots of those levels to 171 | cast the spells you do know-and potentially enhance their effects. 172 | 173 | **** Pact Magic 174 | If you have both the Spellcasting class feature and the 175 | Pact Magic class feature from the warlock class, you can use the spell 176 | slots you gain from the Pact Magic feature to cast spells you know or 177 | have prepared from classes with the Spellcasting class feature, and you 178 | can use the spell slots you gain from the Spellcasting class feature to 179 | cast warlock spells you know. 180 | 181 | **** Table- Multiclass Spellcaster: Spell Slots per Spell Level 182 | | Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 183 | |-------+-----+-----+-----+-----+-----+-----+-----+-----+-----| 184 | | 1st | 2 | - | - | - | - | - | - | - | - | 185 | | 2nd | 3 | - | - | - | - | - | - | - | - | 186 | | 3rd | 4 | 2 | - | - | - | - | - | - | - | 187 | | 4th | 4 | 3 | - | - | - | - | - | - | - | 188 | | 5th | 4 | 3 | 2 | - | - | - | - | - | - | 189 | | 6th | 4 | 3 | 3 | - | - | - | - | - | - | 190 | | 7th | 4 | 3 | 3 | 1 | - | - | - | - | - | 191 | | 8th | 4 | 3 | 3 | 2 | - | - | - | - | - | 192 | | 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - | 193 | | 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - | 194 | | 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | 195 | | 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | 196 | | 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | 197 | | 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | 198 | | 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | 199 | | 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | 200 | | 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 201 | | 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 202 | | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 203 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 204 | 205 | * Feats 206 | A feat represents a talent or an area of expertise that gives a 207 | character special capabilities. It embodies training, experience, and 208 | abilities beyond what a class provides. 209 | 210 | At certain levels, your class gives you the Ability Score Improvement 211 | feature. Using the optional feats rule, you can forgo taking that 212 | feature to take a feat of your choice instead. You can take each feat 213 | only once, unless the feat's description says otherwise. 214 | 215 | You must meet any prerequisite specified in a feat to take that feat. If 216 | you ever lose a feat's prerequisite, you can't use that feat until you 217 | regain the prerequisite. For example, the Grappler feat requires you to 218 | have a Strength of 13 or higher. If your Strength is reduced below 13 219 | somehow-perhaps by a withering curse-you can't benefit from the Grappler 220 | feat until your Strength is restored. 221 | 222 | ** Grappler 223 | /Prerequisite: Strength 13 or higher/ 224 | 225 | You've developed the skills necessary to hold your own in close-quarters 226 | grappling. You gain the following benefits: 227 | 228 | - You have advantage on attack rolls against a creature you are 229 | grappling. 230 | 231 | - You can use your action to try to pin a creature grappled by you. To 232 | do so, make another grapple check. If you succeed, you and the 233 | creature are both restrained until the grapple ends. 234 | -------------------------------------------------------------------------------- /04.personalization.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: personalization 3 | 4 | * Alignment :alignment: 5 | A typical creature in the game world has an alignment, which broadly 6 | describes its moral and personal attitudes. Alignment is a combination 7 | of two factors: one identifies morality (good, evil, or neutral), and 8 | the other describes attitudes toward society and order (lawful, chaotic, 9 | or neutral). Thus, nine distinct alignments define the possible 10 | combinations. 11 | 12 | These brief summaries of the nine alignments describe the typical 13 | behavior of a creature with that alignment. Individuals might vary 14 | significantly from that typical behavior, and few people are perfectly 15 | and consistently faithful to the precepts of their alignment. 16 | 17 | - Lawful Good (LG):: 18 | LG creatures can be counted on to do the right thing as 19 | expected by society. Gold dragons, paladins, and most dwarves are lawful 20 | good. 21 | 22 | - Neutral Good (NG):: 23 | NG folk do the best they can to help others according 24 | to their needs. Many celestials, some cloud giants, and most gnomes are 25 | neutral good. 26 | 27 | - Chaotic Good (CG) :: 28 | CG creatures act as their conscience directs, with 29 | little regard for what others expect. Copper dragons, many elves, and 30 | unicorns are chaotic good. 31 | 32 | - Lawful Neutral (LN) :: 33 | LN individuals act in accordance with law, tradition, 34 | or personal codes. Many monks and some wizards are lawful neutral. 35 | 36 | - Neutral (N) :: 37 | N is the alignment of those who prefer to steer clear of 38 | moral questions and don't take sides, doing what seems best at the time. 39 | Lizardfolk, most druids, and many humans are neutral. 40 | 41 | - Chaotic Neutral (CN) :: 42 | CN creatures follow their whims, holding their 43 | personal freedom above all else. Many barbarians and rogues, and some 44 | bards, are chaotic neutral. 45 | 46 | - Lawful Evil (LE) :: 47 | LE creatures methodically take what they want, within 48 | the limits of a code of tradition, loyalty, or order. Devils, blue 49 | dragons, and hobgoblins are lawful evil. 50 | 51 | - Neutral Evil (NE) :: 52 | NE is the alignment of those who do whatever they can 53 | get away with, without compassion or qualms. Many drow, some cloud 54 | giants, and goblins are neutral evil. 55 | 56 | - Chaotic Evil (CE) :: 57 | CE creatures act with arbitrary violence, spurred by 58 | their greed, hatred, or bloodlust. Demons, red dragons, and orcs are 59 | chaotic evil. 60 | 61 | ** Alignment in the Multiverse 62 | For many thinking creatures, alignment is a moral choice. Humans, 63 | dwarves, elves, and other humanoid races can choose whether to follow 64 | the paths of good or evil, law or chaos. According to myth, the good- 65 | aligned gods who created these races gave them free will to choose their 66 | moral paths, knowing that good without free will is slavery. 67 | 68 | The evil deities who created other races, though, made those races to 69 | serve them. Those races have strong inborn tendencies that match the 70 | nature of their gods. Most orcs share the violent, savage nature of the 71 | orc gods, and are thus inclined toward evil. Even if an orc chooses a 72 | good alignment, it struggles against its innate tendencies for its 73 | entire life. (Even half-orcs feel the lingering pull of the orc god's 74 | influence.) 75 | 76 | Alignment is an essential part of the nature of celestials and fiends. A 77 | devil does not choose to be lawful evil, and it doesn't tend toward 78 | lawful evil, but rather it is lawful evil in its essence. If it somehow 79 | ceased to be lawful evil, it would cease to be a devil. 80 | 81 | Most creatures that lack the capacity for rational thought do not have 82 | alignments-they are *unaligned*. Such a creature is incapable of making 83 | a moral or ethical choice and acts according to its bestial nature. 84 | Sharks are savage predators, for example, but they are not evil; they 85 | have no alignment. 86 | 87 | * Languages :language: 88 | Your race indicates the languages your character can speak by default, 89 | and your background might give you access to one or more additional 90 | languages of your choice. Note these languages on your character sheet. 91 | 92 | Choose your languages from the Standard Languages table, or choose one 93 | that is common in your campaign. With your GM's permission, you can 94 | instead choose a language from the Exotic Languages table or a secret 95 | language, such as thieves' cant or the tongue of druids. 96 | 97 | Some of these languages are actually families of languages with many 98 | dialects. For example, the Primordial language includes the Auran, 99 | Aquan, Ignan, and Terran dialects, one for each of the four elemental 100 | planes. Creatures that speak different dialects of the same language can 101 | communicate with one another. 102 | 103 | ** Standard Languages 104 | | Language | Typical Speakers | Script | 105 | |----------+------------------+----------| 106 | | Common | Humans | Common | 107 | | Dwarvish | Dwarves | Dwarvish | 108 | | Elvish | Elves | Elvish | 109 | | Giant | Ogres, giants | Dwarvish | 110 | | Gnomish | Gnomes | Dwarvish | 111 | | Goblin | Goblinoids | Dwarvish | 112 | | Halfling | Halflings | Common | 113 | | Orc | Orcs | Dwarvish | 114 | 115 | ** Exotic Languages 116 | | Language | Typical Speakers | Script | 117 | |-------------+---------------------+-----------| 118 | | Abyssal | Demons | Infernal | 119 | | Celestial | Celestials | Celestial | 120 | | Draconic | Dragons, dragonborn | Draconic | 121 | | Deep Speech | Aboleths, cloakers | - | 122 | | Infernal | Devils | Infernal | 123 | | Primordial | Elementals | Dwarvish | 124 | | Sylvan | Fey creatures | Elvish | 125 | | Undercommon | Underworld traders | Elvish | 126 | 127 | * Inspiration :inspriation: 128 | Inspiration is a rule the game master can use to reward you for playing 129 | your character in a way that's true to his or her personality traits, 130 | ideal, bond, and flaw. By using inspiration, you can draw on your 131 | personality trait of compassion for the downtrodden to give you an edge 132 | in negotiating with the Beggar Prince. Or inspiration can let you call 133 | on your bond to the defense of your home village to push past the effect 134 | of a spell that has been laid on you. 135 | 136 | ** Gaining Inspiration 137 | Your GM can choose to give you inspiration for a variety of reasons. 138 | Typically, GMs award it when you play out your personality traits, give 139 | in to the drawbacks presented by a flaw or bond, and otherwise portray 140 | your character in a compelling way. Your GM will tell you how you can 141 | earn inspiration in the game. 142 | 143 | You either have inspiration or you don't - you can't stockpile multiple 144 | "inspirations" for later use. 145 | 146 | ** Using Inspiration 147 | If you have inspiration, you can expend it when you make an attack roll, 148 | saving throw, or ability check. Spending your inspiration gives you 149 | advantage on that roll. 150 | 151 | Additionally, if you have inspiration, you can reward another player for 152 | good roleplaying, clever thinking, or simply doing something exciting in 153 | the game. When another player character does something that really 154 | contributes to the story in a fun and interesting way, you can give up 155 | your inspiration to give that character inspiration. 156 | 157 | * Backgrounds :background: 158 | Every story has a beginning. Your character's background reveals where 159 | you came from, how you became an adventurer, and your place in the 160 | world. Your fighter might have been a courageous knight or a grizzled 161 | soldier. Your wizard could have been a sage or an artisan. Your rogue 162 | might have gotten by as a guild thief or commanded audiences as a 163 | jester. 164 | 165 | Choosing a background provides you with important story cues about your 166 | character's identity. The most important question to ask about your 167 | background is /what changed/? Why did you stop doing whatever your 168 | background describes and start adventuring? Where did you get the money 169 | to purchase your starting gear, or, if you come from a wealthy 170 | background, why don't you have /more/ money? How did you learn the 171 | skills of your class? What sets you apart from ordinary people who share 172 | your background? 173 | 174 | The sample backgrounds in this chapter provide both concrete benefits 175 | (features, proficiencies, and languages) and roleplaying suggestions. 176 | 177 | *** Proficiencies 178 | Each background gives a character proficiency in two skills (described 179 | in "Using Ability Scores"). 180 | 181 | In addition, most backgrounds give a character proficiency with one or 182 | more tools (detailed in "Equipment"). 183 | 184 | If a character would gain the same proficiency from two different 185 | sources, he or she can choose a different proficiency of the same kind 186 | (skill or tool) instead. 187 | 188 | *** Languages 189 | Some backgrounds also allow characters to learn additional languages 190 | beyond those given by race. See "Languages." 191 | 192 | *** Equipment 193 | Each background provides a package of starting equipment. If you use the 194 | optional rule to spend coin on gear, you do not receive the starting 195 | equipment from your background. 196 | 197 | *** Suggested Characteristics 198 | A background contains suggested personal characteristics based on your 199 | background. You can pick characteristics, roll dice to determine them 200 | randomly, or use the suggestions as inspiration for characteristics of 201 | your own creation. 202 | 203 | *** Customizing a Background 204 | You might want to tweak some of the features of a background so it 205 | better fits your character or the campaign setting. To customize a 206 | background, you can replace one feature with any other one, choose any 207 | two skills, and choose a total of two tool proficiencies or languages 208 | from the sample backgrounds. You can either use the equipment package 209 | from your background or spend coin on gear as described in the equipment 210 | section. (If you spend coin, you can't also take the equipment package 211 | suggested for your class.) Finally, choose two personality traits, one 212 | ideal, one bond, and one flaw. If you can't find a feature that matches 213 | your desired background, work with your GM to create one. 214 | 215 | ** Acolyte 216 | You have spent your life in the service of a temple to a specific god or 217 | pantheon of gods. You act as an intermediary between the realm of the 218 | holy and the mortal world, performing sacred rites and offering 219 | sacrifices in order to conduct worshipers into the presence of the 220 | divine. You are not necessarily a cleric - performing sacred rites is 221 | not the same thing as channeling divine power. 222 | 223 | Choose a god, a pantheon of gods, or some other quasi-divine being from 224 | among those listed in "Fantasy-Historical Pantheons" or those specified 225 | by your GM, and work with your GM to detail the nature of your religious 226 | service. Were you a lesser functionary in a temple, raised from 227 | childhood to assist the priests in the sacred rites? Or were you a high 228 | priest who suddenly experienced a call to serve your god in a different 229 | way? Perhaps you were the leader of a small cult outside of any 230 | established temple structure, or even an occult group that served a 231 | fiendish master that you now deny. 232 | 233 | - Skill Proficiencies :: Insight, Religion 234 | 235 | - Languages :: Two of your choice 236 | 237 | - Equipment :: 238 | A holy symbol (a gift to you when you entered the 239 | priesthood), a prayer book or prayer wheel, 5 sticks of incense, 240 | vestments, a set of common clothes, and a pouch containing 15 gp 241 | 242 | *** Feature: Shelter of the Faithful 243 | As an acolyte, you command the respect of those who share your faith, 244 | and you can perform the religious ceremonies of your deity. You and your 245 | adventuring companions can expect to receive free healing and care at a 246 | temple, shrine, or other established presence of your faith, though you 247 | must provide any material components needed for spells. Those who share 248 | your religion will support you (but only you) at a modest lifestyle. 249 | 250 | You might also have ties to a specific temple dedicated to your chosen 251 | deity or pantheon, and you have a residence there. This could be the 252 | temple where you used to serve, if you remain on good terms with it, or 253 | a temple where you have found a new home. While near your temple, you 254 | can call upon the priests for assistance, provided the assistance you 255 | ask for is not hazardous and you remain in good standing with your 256 | temple. 257 | 258 | *** Suggested Characteristics 259 | Acolytes are shaped by their experience in temples or other religious 260 | communities. Their study of the history and tenets of their faith and 261 | their relationships to temples, shrines, or hierarchies affect their 262 | mannerisms and ideals. Their flaws might be some hidden hypocrisy or 263 | heretical idea, or an ideal or bond taken to an extreme. 264 | 265 | *** Tables: Suggested Acolyte Characteristics 266 | **** Personality Traits 267 | | d8 | Personality Trait | 268 | |----+--------------------------------------------------------------------------------------------------------------------| 269 | | 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. | 270 | | 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. | 271 | | 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen | 272 | | 4 | Nothing can shake my optimistic attitude. | 273 | | 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | 274 | | 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | 275 | | 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | 276 | | 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. | 277 | 278 | **** Ideals 279 | | d6 | Ideal | 280 | |----+--------------------------------------------------------------------------------------------------------------------------| 281 | | 1 | *Tradition*. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | 282 | | 2 | *Charity*. I always try to help those in need, no matter what the personal cost. (Good) | 283 | | 3 | *Change*. We must help bring about the changes the gods are constantly working in the world. (Chaotic) | 284 | | 4 | *Power*. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | 285 | | 5 | *Faith*. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) | 286 | | 6 | *Aspiration*. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) | 287 | 288 | **** Bonds 289 | | d6 | Bond | 290 | |----+------------------------------------------------------------------------------------------| 291 | | 1 | I would die to recover an ancient relic of my faith that was lost long ago. | 292 | | 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | 293 | | 3 | I owe my life to the priest who took me in when my parents died. | 294 | | 4 | Everything I do is for the common people. | 295 | | 5 | I will do anything to protect the temple where I served. | 296 | | 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. | 297 | 298 | **** Flaws 299 | | d6 | Flaw | 300 | |----+-----------------------------------------------------------------------------------------------| 301 | | 1 | I judge others harshly, and myself even more severely. | 302 | | 2 | I put too much trust in those who wield power within my temple's hierarchy. | 303 | | 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | 304 | | 4 | I am inflexible in my thinking. | 305 | | 5 | I am suspicious of strangers and expect the worst of them. | 306 | | 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | 307 | -------------------------------------------------------------------------------- /09.spellcasting.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: spellcasting 3 | 4 | * Description 5 | Magic permeates fantasy gaming worlds and often appears in the form of a 6 | spell. 7 | 8 | This chapter provides the rules for casting spells. Different character 9 | classes have distinctive ways of learning and preparing their spells, 10 | and monsters use spells in unique ways. Regardless of its source, a 11 | spell follows the rules here. 12 | 13 | * What Is a Spell? :spell: 14 | A spell is a discrete magical effect, a single shaping of the magical 15 | energies that suffuse the multiverse into a specific, limited 16 | expression. In casting a spell, a character carefully plucks at the 17 | invisible strands of raw magic suffusing the world, pins them in place 18 | in a particular pattern, sets them vibrating in a specific way, and then 19 | releases them to unleash the desired effect-in most cases, all in the 20 | span of seconds. 21 | 22 | Spells can be versatile tools, weapons, or protective wards. They can 23 | deal damage or undo it, impose or remove conditions (see appendix ##), 24 | drain life energy away, and restore life to the dead. 25 | 26 | Uncounted thousands of spells have been created over the course of the 27 | multiverse's history, and many of them are long forgotten. Some might 28 | yet lie recorded in crumbling spellbooks hidden in ancient ruins or 29 | trapped in the minds of dead gods. Or they might someday be reinvented 30 | by a character who has amassed enough power and wisdom to do so. 31 | 32 | ** Spell Level 33 | Every spell has a level from 0 to 9. A spell's level is a general 34 | indicator of how powerful it is, with the lowly (but still impressive) 35 | [[file:10.spells.org::*Magic Missile][Magic Missile]] at 1st level and the earth-shaking [[file:10.spells.org::*Wish][Wish]] at 9th. 36 | Cantrips-simple but powerful spells that characters can cast almost by 37 | rote-are level 0. The higher a spell's level, the higher level a 38 | spellcaster must be to use that spell. 39 | 40 | Spell level and character level don't correspond directly. Typically, a 41 | character has to be at least 17th level, not 9th level, to cast a 42 | 9th-level spell. 43 | 44 | ** Known and Prepared Spells :known:prepared: 45 | Before a spellcaster can use a spell, he or she must have the spell 46 | firmly fixed in mind, or must have access to the spell in a magic item. 47 | Members of a few classes, including bards and sorcerers, have a limited 48 | list of spells they know that are always fixed in mind. The same thing 49 | is true of many magic-using monsters. Other spellcasters, such as 50 | clerics and wizards, undergo a process of preparing spells. This process 51 | varies for different classes, as detailed in their descriptions. 52 | 53 | In every case, the number of spells a caster can have fixed in mind at 54 | any given time depends on the character's level. 55 | 56 | ** Spell Slots :slots:slot:spell_slot: 57 | Regardless of how many spells a caster knows or prepares, he or she can 58 | cast only a limited number of spells before resting. Manipulating the 59 | fabric of magic and channeling its energy into even a simple spell is 60 | physically and mentally taxing, and higher level spells are even more 61 | so. Thus, each spellcasting class's description (except that of the 62 | warlock) includes a table showing how many spell slots of each spell 63 | level a character can use at each character level. For example, the 64 | 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level 65 | slots. 66 | 67 | When a character casts a spell, he or she expends a slot of that spell's 68 | level or higher, effectively "filling" a slot with the spell. You can 69 | think of a spell slot as a groove of a certain size-small for a 70 | 1st-level slot, larger for a spell of higher level. A 1st-level spell 71 | fits into a slot of any size, but a 9th-level spell fits only in a 72 | 9th-level slot. So when Umara casts /magic missile/, a 1st-level spell, 73 | she spends one of her four 1st-level slots and has three remaining. 74 | 75 | Finishing a long rest restores any expended spell slots. 76 | 77 | Some characters and monsters have special abilities that let them cast 78 | spells without using spell slots. For example, a monk who follows the 79 | Way of the Four Elements, a warlock who chooses certain eldritch 80 | invocations, and a pit fiend from the Nine Hells can all cast spells in 81 | such a way. 82 | 83 | *** Casting a Spell at a Higher Level :higher_lvl:armor: 84 | When a spellcaster casts a spell using a slot that is of a higher level 85 | than the spell, the spell assumes the higher level for that casting. For 86 | instance, if Umara casts [[file:10.spells.org::*Magic Missile][Magic Missile]] using one of her 2nd-level 87 | slots, that /magic missile/ is 2nd level. Effectively, the spell expands 88 | to fill the slot it is put into. 89 | 90 | Some spells, such as /magic missile/ and [[file:10.spells.org::*Cure Wounds][Cure Wounds]], have more 91 | powerful effects when cast at a higher level, as detailed in a spell's 92 | description. 93 | 94 | #+BEGIN_QUOTE 95 | *Casting in Armor* 96 | 97 | Because of the mental focus and precise gestures required for 98 | spellcasting, you must be proficient with the armor you are wearing to 99 | cast a spell. You are otherwise too distracted and physically hampered 100 | by your armor for spellcasting. 101 | #+END_QUOTE 102 | 103 | * Cantrips :cantrip: 104 | A cantrip is a spell that can be cast at will, without using a spell 105 | slot and without being prepared in advance. Repeated practice has fixed 106 | the spell in the caster's mind and infused the caster with the magic 107 | needed to produce the effect over and over. A cantrip's spell level is 108 | 0. 109 | 110 | * Rituals :ritual: 111 | Certain spells have a special tag: ritual. Such a spell can be cast 112 | following the normal rules for spellcasting, or the spell can be cast as 113 | a ritual. The ritual version of a spell takes 10 minutes longer to cast 114 | than normal. It also doesn't expend a spell slot, which means the ritual 115 | version of a spell can't be cast at a higher level. 116 | 117 | To cast a spell as a ritual, a spellcaster must have a feature that 118 | grants the ability to do so. The cleric and the druid, for example, have 119 | such a feature. The caster must also have the spell prepared or on his 120 | or her list of spells known, unless the character's ritual feature 121 | specifies otherwise, as the wizard's does. 122 | 123 | #+BEGIN_QUOTE 124 | */The Schools of Magic/* 125 | 126 | Academies of magic group spells into eight categories called schools 127 | of magic. Scholars, particularly wizards, apply these categories to 128 | all spells, believing that all magic functions in essentially the same 129 | way, whether it derives from rigorous study or is bestowed by a deity. 130 | 131 | The schools of magic help describe spells; they have no rules of their 132 | own, although some rules refer to the schools. 133 | 134 | *Abjuration* spells are protective in nature, though some of them have 135 | aggressive uses. They create magical barriers, negate harmful effects, 136 | harm trespassers, or banish creatures to other planes of existence. 137 | 138 | *Conjuration* spells involve the transportation of objects and 139 | creatures from one location to another. Some spells summon creatures 140 | or objects to the caster's side, whereas others allow the caster to 141 | teleport to another location. Some conjurations create objects or 142 | effects out of nothing. 143 | 144 | *Divination* spells reveal information, whether in the form of secrets 145 | long forgotten, glimpses of the future, the locations of hidden 146 | things, the truth behind illusions, or visions of distant people or 147 | places. 148 | 149 | *Enchantment* spells affect the minds of others, influencing or 150 | controlling their behavior. Such spells can make enemies see the 151 | caster as a friend, force creatures to take a course of action, or 152 | even control another creature like a puppet. 153 | 154 | *Evocation* spells manipulate magical energy to produce a desired 155 | effect. Some call up blasts of fire or lightning. Others channel 156 | positive energy to heal wounds. 157 | 158 | *Illusion* spells deceive the senses or minds of others. They cause 159 | people to see things that are not there, to miss things that are 160 | there, to hear phantom noises, or to remember things that never 161 | happened. Some illusions create phantom images that any creature can 162 | see, but the most insidious illusions plant an image directly in the 163 | mind of a creature. 164 | 165 | *Necromancy* spells manipulate the energies of life and death. Such 166 | spells can grant an extra reserve of life force, drain the life energy 167 | from another creature, create the undead, or even bring the dead back 168 | to life. 169 | 170 | Creating the undead through the use of necromancy spells such as 171 | animate dead is not a good act, and only evil casters use such spells 172 | frequently. 173 | 174 | *Transmutation* spells change the properties of a creature, object, or 175 | environment. They might turn an enemy into a harmless creature, 176 | bolster the strength of an ally, make an object move at the caster's 177 | command, or enhance a creature's innate healing abilities to rapidly 178 | recover from injury. 179 | #+END_QUOTE 180 | 181 | * Casting a Spell :casting: 182 | When a character casts any spell, the same basic rules are followed, 183 | regardless of the character's class or the spell's effects. 184 | 185 | Each spell description begins with a block of information, including the 186 | spell's name, level, school of magic, casting time, range, components, 187 | and duration. The rest of a spell entry describes the spell's effect. 188 | 189 | ** Casting Time :time: 190 | Most spells require a single action to cast, but some spells require a 191 | bonus action, a reaction, or much more time to cast. 192 | 193 | *** Bonus Action :bonus:action: 194 | A spell cast with a bonus action is especially swift. You must use a 195 | bonus action on your turn to cast the spell, provided that you haven't 196 | already taken a bonus action this turn. You can't cast another spell 197 | during the same turn, except for a cantrip with a casting time of 1 198 | action. 199 | 200 | *** Reactions :reaction: 201 | Some spells can be cast as reactions. These spells take a fraction of a 202 | second to bring about and are cast in response to some event. If a spell 203 | can be cast as a reaction, the spell description tells you exactly when 204 | you can do so. 205 | 206 | *** Longer Casting Times :longer: 207 | Certain spells (including spells cast as rituals) require more time to 208 | cast: minutes or even hours. When you cast a spell with a casting time 209 | longer than a single action or reaction, you must spend your action each 210 | turn casting the spell, and you must maintain your concentration while 211 | you do so (see "Concentration" below). If your concentration is broken, 212 | the spell fails, but you don't expend a spell slot. If you want to try 213 | casting the spell again, you must start over. 214 | 215 | ** Spell Range :range: 216 | The target of a spell must be within the spell's range. For a spell like 217 | [[file:10.spells.org::*Magic Missile][Magic Missile]], the target is a creature. For a spell like [[file:10.spells.org::*Fireball][Fireball]], 218 | the target is the point in space where the ball of fire erupts. 219 | 220 | Most spells have ranges expressed in feet. Some spells can target only a 221 | creature (including you) that you touch. Other spells, such as the 222 | [[file:10.spells.org::*Shield][Shield]] spell, affect only you. These spells have a range of self. 223 | 224 | Spells that create cones or lines of effect that originate from you also 225 | have a range of self, indicating that the origin point of the spell's 226 | effect must be you (see "Areas of Effect" later in the this chapter). 227 | 228 | Once a spell is cast, its effects aren't limited by its range, unless 229 | the spell's description says otherwise. 230 | 231 | ** Components :components: 232 | A spell's components are the physical requirements you must meet in 233 | order to cast it. Each spell's description indicates whether it requires 234 | verbal (V), somatic (S), or material (M) components. If you can't 235 | provide one or more of a spell's components, you are unable to cast the 236 | spell. 237 | 238 | *** Verbal (V) :verbal:V: 239 | Most spells require the chanting of mystic words. The words themselves 240 | aren't the source of the spell's power; rather, the particular 241 | combination of sounds, with specific pitch and resonance, sets the 242 | threads of magic in motion. Thus, a character who is gagged or in an 243 | area of silence, such as one created by the [[file:10.spells.org::*Silence][Silence]] spell, can't cast 244 | a spell with a verbal component. 245 | 246 | *** Somatic (S) :somatic:S: 247 | Spellcasting gestures might include a forceful gesticulation or an 248 | intricate set of gestures. If a spell requires a somatic component, the 249 | caster must have free use of at least one hand to perform these 250 | gestures. 251 | 252 | *** Material (M) :material:M: 253 | Casting some spells requires particular objects, specified in 254 | parentheses in the component entry. A character can use a *component 255 | pouch* or a *spellcasting focus* (found in "Equipment") in place of the 256 | components specified for a spell. But if a cost is indicated for a 257 | component, a character must have that specific component before he or 258 | she can cast the spell. 259 | 260 | If a spell states that a material component is consumed by the spell, 261 | the caster must provide this component for each casting of the spell. 262 | 263 | A spellcaster must have a hand free to access a spell's material 264 | components-or to hold a spellcasting focus-but it can be the same hand 265 | that he or she uses to perform somatic components. 266 | 267 | ** Duration :druation: 268 | A spell's duration is the length of time the spell persists. A duration 269 | can be expressed in rounds, minutes, hours, or even years. Some spells 270 | specify that their effects last until the spells are dispelled or 271 | destroyed. 272 | 273 | *** Instantaneous :instant:instantaneous: 274 | Many spells are instantaneous. The spell harms, heals, creates, or 275 | alters a creature or an object in a way that can't be dispelled, because 276 | its magic exists only for an instant. 277 | 278 | *** Concentration :concentration: 279 | Some spells require you to maintain concentration in order to keep their 280 | magic active. If you lose concentration, such a spell ends. 281 | 282 | If a spell must be maintained with concentration, that fact appears in 283 | its Duration entry, and the spell specifies how long you can concentrate 284 | on it. You can end concentration at any time (no action required). 285 | 286 | Normal activity, such as moving and attacking, doesn't interfere with 287 | concentration. The following factors can break concentration: 288 | 289 | - Casting another spell that requires concentration :: 290 | You lose concentration on a spell if you cast another spell that requires 291 | concentration. You can't concentrate on two spells at once. 292 | 293 | - Taking Damage :: 294 | Whenever you take damage while you are concentrating on a spell, you must 295 | make a Constitution saving throw to maintain your concentration. The DC 296 | equals 10 or half the damage you take, whichever number is higher. If you 297 | take damage from multiple sources, such as an arrow and a dragon's breath, 298 | you make a separate saving throw for each source of damage. 299 | 300 | - Being incapacitated or killed :: 301 | You lose concentration on a spell if you are incapacitated or if you die. 302 | 303 | The GM might also decide that certain environmental phenomena, such as a 304 | wave crashing over you while you're on a storm-tossed ship, require you 305 | to succeed on a DC 10 Constitution saving throw to maintain 306 | concentration on a spell. 307 | 308 | ** Targets :target: 309 | A typical spell requires you to pick one or more targets to be affected 310 | by the spell's magic. A spell's description tells you whether the spell 311 | targets creatures, objects, or a point of origin for an area of effect 312 | (described below). 313 | 314 | Unless a spell has a perceptible effect, a creature might not know it 315 | was targeted by a spell at all. An effect like crackling lightning is 316 | obvious, but a more subtle effect, such as an attempt to read a 317 | creature's thoughts, typically goes unnoticed, unless a spell says 318 | otherwise. 319 | 320 | *** A Clear Path to the Target :clear: 321 | To target something, you must have a clear path to it, so it can't be 322 | behind total cover. 323 | 324 | If you place an area of effect at a point that you can't see and an 325 | obstruction, such as a wall, is between you and that point, the point of 326 | origin comes into being on the near side of that obstruction. 327 | 328 | *** Targeting Yourself :self: 329 | If a spell targets a creature of your choice, you can choose yourself, 330 | unless the creature must be hostile or specifically a creature other 331 | than you. If you are in the area of effect of a spell you cast, you can 332 | target yourself. 333 | 334 | ** Areas of Effect :aoe:area_of_effect: 335 | Spells such as [[file:10.spells.org::*Burning Hands][Burning Hands]] and [[file:10.spells.org::*Cone of Cold][Cone of Cold]] cover an area, 336 | allowing them to affect multiple creatures at once. 337 | 338 | A spell's description specifies its area of effect, which typically has 339 | one of five different shapes: cone, cube, cylinder, line, or sphere. 340 | Every area of effect has a *point of origin*, a location from which the 341 | spell's energy erupts. The rules for each shape specify how you position 342 | its point of origin. Typically, a point of origin is a point in space, 343 | but some spells have an area whose origin is a creature or an object. 344 | 345 | A spell's effect expands in straight lines from the point of origin. If 346 | no unblocked straight line extends from the point of origin to a 347 | location within the area of effect, that location isn't included in the 348 | spell's area. To block one of these imaginary lines, an obstruction must 349 | provide total cover. 350 | 351 | *** Cone :cone: 352 | A cone extends in a direction you choose from its point of origin. A 353 | cone's width at a given point along its length is equal to that point's 354 | distance from the point of origin. A cone's area of effect specifies its 355 | maximum length. 356 | 357 | A cone's point of origin is not included in the cone's area of effect, 358 | unless you decide otherwise. 359 | 360 | *** Cube :cube: 361 | You select a cube's point of origin, which lies anywhere on a face of 362 | the cubic effect. The cube's size is expressed as the length of each 363 | side. 364 | 365 | A cube's point of origin is not included in the cube's area of effect, 366 | unless you decide otherwise. 367 | 368 | *** Cylinder :cylinder: 369 | A cylinder's point of origin is the center of a circle of a particular 370 | radius, as given in the spell description. The circle must either be on 371 | the ground or at the height of the spell effect. The energy in a 372 | cylinder expands in straight lines from the point of origin to the 373 | perimeter of the circle, forming the base of the cylinder. The spell's 374 | effect then shoots up from the base or down from the top, to a distance 375 | equal to the height of the cylinder. 376 | 377 | A cylinder's point of origin is included in the cylinder's area of 378 | effect. 379 | 380 | *** Line :line: 381 | A line extends from its point of origin in a straight path up to its 382 | length and covers an area defined by its width. 383 | 384 | A line's point of origin is not included in the line's area of effect, 385 | unless you decide otherwise. 386 | 387 | *** Sphere :sphere:circle: 388 | You select a sphere's point of origin, and the sphere extends outward 389 | from that point. The sphere's size is expressed as a radius in feet that 390 | extends from the point. 391 | 392 | A sphere's point of origin is included in the sphere's area of effect. 393 | 394 | * Spell Saving Throws :saving_throw: 395 | Many spells specify that a target can make a saving throw to avoid some 396 | or all of a spell's effects. The spell specifies the ability that the 397 | target uses for the save and what happens on a success or failure. 398 | 399 | The DC to resist one of your spells = 8 + your spellcasting ability 400 | modifier + your proficiency bonus + any special modifiers. 401 | 402 | * Spell Attack Rolls :attack:roll: 403 | Some spells require the caster to make an attack roll to determine 404 | whether the spell effect hits the intended target. Your attack bonus 405 | with a spell attack equals your spellcasting ability modifier + your 406 | proficiency bonus. 407 | 408 | Most spells that require attack rolls involve ranged attacks. Remember 409 | that you have disadvantage on a ranged attack roll if you are within 5 410 | feet of a hostile creature that can see you and that isn't 411 | incapacitated. 412 | 413 | * Combining Magical Effects :combining:combo: 414 | The effects of different spells add together while the durations of 415 | those spells overlap. The effects of the same spell cast multiple times 416 | don't combine, however. Instead, the most potent effect-such as the 417 | highest bonus-from those castings applies while their durations overlap. 418 | 419 | For example, if two clerics cast [[file:10.spells.org::*Bless][Bless]] on the same target, that 420 | character gains the spell's benefit only once; he or she doesn't get to 421 | roll two bonus dice. 422 | -------------------------------------------------------------------------------- /01.races.org: -------------------------------------------------------------------------------- 1 | #+LATEX_CLASS: dnd 2 | #+STARTUP: content showstars indent 3 | #+OPTIONS: tags:nil 4 | #+FILETAGS: races 5 | 6 | * Intro 7 | ** Racial Traits 8 | The description of each race includes racial traits that are common to 9 | members of that race. The following entries appear among the traits of 10 | most races. 11 | 12 | *** Ability Score Increase 13 | Every race increases one or more of a character's ability scores. 14 | 15 | *** Age 16 | The age entry notes the age when a member of the race is considered an 17 | adult, as well as the race's expected lifespan. This information can 18 | help you decide how old your character is at the start of the game. You 19 | can choose any age for your character, which could provide an 20 | explanation for some of your ability scores. For example, if you play a 21 | young or very old character, your age could explain a particularly low 22 | Strength or Constitution score, while advanced age could account for a 23 | high Intelligence or Wisdom. 24 | 25 | *** Alignment 26 | Most races have tendencies toward certain alignments, described in this 27 | entry. These are not binding for player characters, but considering why 28 | your dwarf is chaotic, for example, in defiance of lawful dwarf society 29 | can help you better define your character. 30 | 31 | *** Size 32 | Characters of most races are Medium, a size category including creatures 33 | that are roughly 4 to 8 feet tall. Members of a few races are Small 34 | (between 2 and 4 feet tall), which means that certain rules of the game 35 | affect them differently. The most important of these rules is that Small 36 | characters have trouble wielding heavy weapons. 37 | 38 | *** Speed 39 | Your speed determines how far you can move when traveling and fighting. 40 | 41 | *** Languages 42 | By virtue of your race, your character can speak, read, and write 43 | certain languages. 44 | 45 | *** Subraces 46 | Some races have subraces. Members of a subrace have the traits of the 47 | parent race in addition to the traits specified for their subrace. 48 | Relationships among subraces vary significantly from race to race and 49 | world to world. 50 | 51 | * Dwarf :dwarf: 52 | ** Traits 53 | Your dwarf character has an assortment of inborn abilities, part and 54 | parcel of dwarven nature. 55 | 56 | - Ability Score Increase :: 57 | Your Constitution score increases by 2. 58 | 59 | - Age :: 60 | Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, 61 | they live about 350 years. 62 | 63 | - Alignment :: 64 | Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, 65 | with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. 66 | 67 | - Size :: 68 | Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. 69 | 70 | - Speed :: 71 | Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. 72 | 73 | - Darkvision :: 74 | Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 75 | 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in 76 | darkness, only shades of gray. 77 | 78 | - Dwarven Resilience :: 79 | You have advantage on saving throws against poison, and you have resistance against poison damage. 80 | 81 | - Dwarven Combat Training :: 82 | You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. 83 | 84 | - Tool Proficiency :: 85 | You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. 86 | 87 | - Stonecunning :: 88 | Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in 89 | the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. 90 | 91 | - Languages :: 92 | You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those 93 | characteristics spill over into whatever other language a dwarf might speak. 94 | 95 | ** Hill Dwarf :hill: 96 | As a hill dwarf, you have keen senses, deep intuition, and remarkable 97 | resilience. 98 | 99 | - Ability Score Increase :: 100 | Your Wisdom score increases by 1. 101 | 102 | - Dwarven Toughness :: 103 | Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 104 | 105 | * Elf :elf: 106 | ** Traits 107 | Your elf character has a variety of natural abilities, the result of 108 | thousands of years of elven refinement. 109 | 110 | - Ability Score Increase :: 111 | Your Dexterity score increases by 2. 112 | 113 | - Age :: 114 | Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes 115 | beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the 116 | age of 100 and can live to be 750 years old. 117 | 118 | - Alignment :: 119 | Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They 120 | value and protect others' freedom as well as their own, and they are more often good than not. The drow are an 121 | exception; their exile has made them vicious and dangerous. Drow are more often evil than not. 122 | 123 | - Size :: 124 | Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. 125 | 126 | - Speed :: 127 | Your base walking speed is 30 feet. 128 | 129 | - Darkvision :: 130 | Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in 131 | dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern 132 | color in darkness, only shades of gray. 133 | 134 | - Keen Senses :: 135 | You have proficiency in the Perception skill. 136 | 137 | - Fey Ancestry :: 138 | You have advantage on saving throws against being charmed, and magic can't put you to sleep. 139 | 140 | - Trance :: 141 | Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word 142 | for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental 143 | exercises that have become reflexive through years of practice. 144 | 145 | After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. 146 | 147 | - Languages :: 148 | You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. 149 | Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their 150 | language so they can add Elvish ballads to their repertoires. 151 | 152 | ** High Elf :high: 153 | As a high elf, you have a keen mind and a mastery of at least the basics 154 | of magic. In many fantasy gaming worlds, there are two kinds of high 155 | elves. One type is haughty and reclusive, believing themselves to be 156 | superior to non-elves and even other elves. The other type is more 157 | common and more friendly, and often encountered among humans and other 158 | races. 159 | 160 | - Ability Score Increase :: 161 | Your Intelligence score increases by 1. 162 | 163 | - Elf Weapon Training :: 164 | You have proficiency with the longsword, shortsword, shortbow, and longbow. 165 | 166 | - Cantrip :: 167 | You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. 168 | 169 | - Extra Language :: 170 | You can speak, read, and write one extra language of your choice. 171 | 172 | * Halfling :halfling: 173 | ** Traits 174 | Your halfling character has a number of traits in common with all other 175 | halflings. 176 | 177 | - Ability Score Increase :: 178 | Your Dexterity score increases by 2. 179 | 180 | - Age :: 181 | A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. 182 | 183 | - Alignment :: 184 | Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no 185 | tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their 186 | community and the comfort of their old ways. 187 | 188 | - Size :: 189 | Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. 190 | 191 | - Speed :: 192 | Your base walking speed is 25 feet. 193 | 194 | - Lucky :: 195 | When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use 196 | the new roll. 197 | 198 | - Brave :: 199 | You have advantage on saving throws against being frightened. 200 | 201 | - Halfling Nimbleness :: 202 | You can move through the space of any creature that is of a size larger than yours. 203 | 204 | - Languages :: 205 | You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to 206 | share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, 207 | however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or 208 | through which they are traveling. 209 | 210 | ** Lightfoot :lightfoot: 211 | As a lightfoot halfling, you can easily hide from notice, even using 212 | other people as cover. You're inclined to be affable and get along well 213 | with others. 214 | 215 | Lightfoots are more prone to wanderlust than other halflings, and often 216 | dwell alongside other races or take up a nomadic life. 217 | 218 | - Ability Score Increase :: 219 | Your Charisma score increases by 1. 220 | 221 | - Naturally Stealthy :: 222 | You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. 223 | 224 | * Human :human: 225 | ** Traits 226 | It's hard to make generalizations about humans, but your human character 227 | has these traits. 228 | 229 | - Ability Score Increase :: 230 | Your ability scores each increase by 1. 231 | 232 | - Age :: 233 | Humans reach adulthood in their late teens and live less than a century. 234 | 235 | - Alignment :: 236 | Humans tend toward no particular alignment. The best and the worst are found among them. 237 | 238 | - Size :: 239 | Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in 240 | that range, your size is Medium. 241 | 242 | - Speed :: 243 | Your base walking speed is 30 feet. 244 | 245 | - Languages :: 246 | You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of 247 | other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed 248 | from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. 249 | 250 | * Dragonborn :dragonborn: 251 | ** Traits 252 | Your draconic heritage manifests in a variety of traits you share with 253 | other dragonborn. 254 | 255 | - Ability Score Increase :: 256 | Your Strength score increases by 2, and your Charisma score increases by 1. 257 | 258 | - Age :: 259 | Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human 260 | child by the age of 3, and reach adulthood by 15. They live to be around 80. 261 | 262 | - Alignment :: 263 | Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and 264 | evil. Most dragonborn are good, but those who side with evil can be terrible villains. 265 | 266 | - Size :: 267 | Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your 268 | size is Medium. 269 | 270 | - Speed :: 271 | Your base walking speed is 30 feet. 272 | 273 | - Draconic Ancestry :: 274 | | Dragon | Damage Type | Breath Weapon | 275 | |--------+-------------+------------------------------| 276 | | Black | Acid | 5 by 30 ft. line (Dex. save) | 277 | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | 278 | | Brass | Fire | 5 by 30 ft. line (Dex. save) | 279 | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | 280 | | Copper | Acid | 5 by 30 ft. line (Dex. save) | 281 | | Gold | Fire | 15 ft. cone (Dex. save) | 282 | | Green | Poison | 15 ft. cone (Con. save) | 283 | | Red | Fire | 15 ft. cone (Dex. save) | 284 | | Silver | Cold | 15 ft. cone (Con. save) | 285 | | White | Cold | 15 ft. cone (Con. save) | 286 | 287 | - Draconic Ancestry :: 288 | You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage 289 | resistance are determined by the dragon type, as shown in the table. 290 | 291 | - Breath Weapon :: 292 | You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage 293 | type of the exhalation. 294 | 295 | When you use your breath weapon, each creature in the area of the 296 | exhalation must make a saving throw, the type of which is determined by 297 | your draconic ancestry. The DC for this saving throw equals 8 + your 298 | Constitution modifier + your proficiency bonus. A creature takes 2d6 299 | damage on a failed save, and half as much damage on a successful one. 300 | The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 301 | 16th level. 302 | 303 | After you use your breath weapon, you can't use it again until you 304 | complete a short or long rest. 305 | 306 | - Damage Resistance :: 307 | You have resistance to the damage type associated with your draconic ancestry. 308 | 309 | - Languages :: 310 | You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often 311 | used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants 312 | and sibilants. 313 | 314 | * Gnome :gnome: 315 | ** Traits 316 | Your gnome character has certain characteristics in common with all 317 | other gnomes. 318 | 319 | - Ability Score Increase :: 320 | Your Intelligence score increases by 2. 321 | 322 | - Age :: 323 | Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. 324 | They can live 350 to almost 500 years. 325 | 326 | - Alignment :: 327 | Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or 328 | inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are 329 | good-hearted, and even the tricksters among them are more playful than vicious. 330 | 331 | - Size :: 332 | Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. 333 | 334 | - Speed :: 335 | Your base walking speed is 25 feet. 336 | 337 | - Darkvision :: 338 | Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 339 | 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in 340 | darkness, only shades of gray. 341 | 342 | - Gnome Cunning :: 343 | You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. 344 | 345 | - Languages :: 346 | You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned 347 | for its technical treatises and its catalogs of knowledge about the natural world. 348 | 349 | ** Rock Gnome :rock: 350 | As a rock gnome, you have a natural inventiveness and hardiness beyond 351 | that of other gnomes. 352 | 353 | - Ability Score Increase :: 354 | Your Constitution score increases by 1. 355 | 356 | - Artificer's Lore :: 357 | Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological 358 | devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. 359 | 360 | - Tinker :: 361 | You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of 362 | materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you 363 | spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, 364 | you can reclaim the materials used to create it. You can have up to three such devices active at a time. 365 | 366 | When you create a device, choose one of the following options: 367 | 368 | - Clockwork Toy :: 369 | This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on 370 | the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as 371 | appropriate to the creature it represents. 372 | 373 | - Fire Starter :: 374 | The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device 375 | requires your action. 376 | 377 | - Music Box :: 378 | When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's 379 | end or when it is closed. 380 | 381 | * Half-Elf :half_elf: 382 | ** Traits 383 | Your half-elf character has some qualities in common with elves and some 384 | that are unique to half-elves. 385 | 386 | - Ability Score Increase :: 387 | Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. 388 | 389 | - Age :: 390 | Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than 391 | humans, however, often exceeding 180 years. 392 | 393 | - Alignment :: 394 | Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, 395 | demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and 396 | sometimes prove unreliable, or at least unpredictable. 397 | 398 | - Size :: 399 | Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. 400 | 401 | - Speed :: 402 | Your base walking speed is 30 feet. 403 | 404 | - Darkvision :: 405 | Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 406 | of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only 407 | shades of gray. 408 | 409 | - Fey Ancestry :: 410 | You have advantage on saving throws against being charmed, and magic can't put you to sleep. 411 | 412 | - Skill Versatility :: 413 | You gain proficiency in two skills of your choice. 414 | 415 | - Languages :: 416 | You can speak, read, and write Common, Elvish, and one extra language of your choice. 417 | 418 | * Half-Orc :half_orc: 419 | ** Traits 420 | Your half-orc character has certain traits deriving from your orc 421 | ancestry. 422 | 423 | - Ability Score Increase :: 424 | Your Strength score increases by 2, and your Constitution score increases by 1. 425 | 426 | - Age :: 427 | Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely 428 | live longer than 75 years. 429 | 430 | - Alignment :: 431 | Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs 432 | raised among orcs and willing to live out their lives among them are usually evil. 433 | 434 | - Size :: 435 | Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is 436 | Medium. 437 | 438 | - Speed :: 439 | Your base walking speed is 30 feet. 440 | 441 | - Darkvision :: 442 | Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 443 | of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only 444 | shades of gray. 445 | 446 | - Menacing :: 447 | You gain proficiency in the Intimidation skill. 448 | 449 | - Relentless Endurance :: 450 | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this 451 | feature again until you finish a long rest. 452 | 453 | - Savage Attacks :: 454 | When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional 455 | time and add it to the extra damage of the critical hit. 456 | 457 | - Languages :: 458 | You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script 459 | of its own but is written in the Dwarvish script. 460 | 461 | * Tiefling :tiefling: 462 | ** Traits 463 | Tieflings share certain racial traits as a result of their infernal 464 | descent. 465 | 466 | - Ability Score Increase :: 467 | Your Intelligence score increases by 1, and your Charisma score increases by 2. 468 | 469 | - Age :: 470 | Tieflings mature at the same rate as humans but live a few years longer. 471 | 472 | - Alignment :: 473 | Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent 474 | nature inclines many tieflings toward a chaotic alignment. 475 | 476 | - Size :: 477 | Tieflings are about the same size and build as humans. Your size is Medium. 478 | 479 | - Speed :: 480 | Your base walking speed is 30 feet. 481 | 482 | - Darkvision :: 483 | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 484 | 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in 485 | darkness, only shades of gray. 486 | 487 | - Hellish Resistance :: 488 | You have resistance to fire damage. 489 | 490 | - Infernal Legacy :: 491 | You know the /thaumaturgy/ cantrip. When you reach 3rd level, you can cast the /hellish rebuke/ spell as a 2nd-level 492 | spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you 493 | can cast the /darkness/ spell once with this trait and regain the ability to do so when you finish a long rest. 494 | Charisma is your spellcasting ability for these spells. 495 | 496 | - Languages :: 497 | You can speak, read, and write Common and Infernal. 498 | -------------------------------------------------------------------------------- /07.adventuring.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: adventuring 3 | 4 | * Time :time: 5 | In situations where keeping track of the passage of time is important, 6 | the GM determines the time a task requires. The GM might use a different 7 | time scale depending on the context of the situation at hand. In a 8 | dungeon environment, the adventurers' movement happens on a scale of 9 | *minutes*. It takes them about a minute to creep down a long hallway, 10 | another minute to check for traps on the door at the end of the hall, 11 | and a good ten minutes to search the chamber beyond for anything 12 | interesting or valuable. 13 | 14 | In a city or wilderness, a scale of *hours* is often more appropriate. 15 | Adventurers eager to reach the lonely tower at the heart of the forest 16 | hurry across those fifteen miles in just under four hours' time. 17 | 18 | For long journeys, a scale of *days* works best. 19 | 20 | Following the road from Baldur's Gate to Waterdeep, the adventurers 21 | spend four uneventful days before a goblin ambush interrupts their 22 | journey. 23 | 24 | In combat and other fast-paced situations, the game relies on *rounds*, 25 | a 6-second span of time. 26 | 27 | * Movement :movement: 28 | Swimming across a rushing river, sneaking down a dungeon corridor, 29 | scaling a treacherous mountain slope-all sorts of movement play a key 30 | role in fantasy gaming adventures. 31 | 32 | The GM can summarize the adventurers' movement without calculating exact 33 | distances or travel times: "You travel through the forest and find the 34 | dungeon entrance late in the evening of the third day." Even in a 35 | dungeon, particularly a large dungeon or a cave network, the GM can 36 | summarize movement between encounters: "After killing the guardian at 37 | the entrance to the ancient dwarven stronghold, you consult your map, 38 | which leads you through miles of echoing corridors to a chasm bridged by 39 | a narrow stone arch." 40 | 41 | Sometimes it's important, though, to know how long it takes to get from 42 | one spot to another, whether the answer is in days, hours, or minutes. 43 | The rules for determining travel time depend on two factors: the speed 44 | and travel pace of the creatures moving and the terrain they're moving 45 | over. 46 | 47 | ** Speed :speed: 48 | Every character and monster has a speed, which is the distance in feet 49 | that the character or monster can walk in 1 round. This number assumes 50 | short bursts of energetic movement in the midst of a life-threatening 51 | situation. 52 | 53 | The following rules determine how far a character or monster can move in 54 | a minute, an hour, or a day. 55 | 56 | *** Travel Pace :travel:pace: 57 | While traveling, a group of adventurers can move at a normal, fast, or 58 | slow pace, as shown on the Travel Pace table. The table states how far 59 | the party can move in a period of time and whether the pace has any 60 | effect. A fast pace makes characters less perceptive, while a slow pace 61 | makes it possible to sneak around and to search an area more carefully. 62 | 63 | **** Forced March :forced:march: 64 | The Travel Pace table assumes that characters travel for 8 hours in 65 | day. They can push on beyond that limit, at the risk of exhaustion. 66 | 67 | For each additional hour of travel beyond 8 hours, the characters cover 68 | the distance shown in the Hour column for their pace, and each character 69 | must make a Constitution saving throw at the end of the hour. The DC is 70 | 10 + 1 for each hour past 8 hours. On a failed saving throw, a character 71 | suffers one level of exhaustion (see appendix ##). 72 | 73 | **** Mounts and Vehicles :mount:vehicle: 74 | For short spans of time (up to an hour), many animals move much faster 75 | than humanoids. A mounted character can ride at a gallop for about an 76 | hour, covering twice the usual distance for a fast pace. If fresh 77 | mounts are available every 8 to 10 miles, characters can cover larger 78 | distances at this pace, but this is very rare except in densely 79 | populated areas. 80 | 81 | Characters in wagons, carriages, or other land vehicles choose a pace as 82 | normal. Characters in a waterborne vessel are limited to the speed of 83 | the vessel, and they don't suffer penalties for a fast pace or gain 84 | benefits from a slow pace. Depending on the vessel and the size of the 85 | crew, ships might be able to travel for up to 24 hours per day. 86 | 87 | Certain special mounts, such as a pegasus or griffon, or special 88 | vehicles, such as a /carpet of flying/, allow you to travel more 89 | swiftly. 90 | 91 | **** Table: Travel Pace :table: 92 | | Pace | Minute | Hour | Day | Effect | 93 | |--------+----------+---------+----------+--------------------------------------------------| 94 | | Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores | 95 | | Normal | 300 feet | 3 miles | 18 miles | - | 96 | | Slow | 200 feet | 2 miles | 24 miles | Able to use stealth | 97 | 98 | *** Difficult Terrain :difficult:terrain:difficult_terrain: 99 | The travel speeds given in the Travel Pace table assume relatively 100 | simple terrain: roads, open plains, or clear dungeon corridors. But 101 | adventurers often face dense forests, deep swamps, rubble-filled ruins, 102 | steep mountains, and ice-covered ground-all considered difficult 103 | terrain. 104 | 105 | You move at half speed in difficult terrain- moving 1 foot in difficult 106 | terrain costs 2 feet of speed-so you can cover only half the normal 107 | distance in a minute, an hour, or a day. 108 | 109 | ** Special Types of Movement :special: 110 | Movement through dangerous dungeons or wilderness areas often involves 111 | more than simply walking. Adventurers might have to climb, crawl, swim, 112 | or jump to get where they need to go. 113 | 114 | *** Climbing, Swimming, and Crawling :climb:swim:crawl: 115 | While climbing or swimming, each foot of movement costs 1 extra foot (2 116 | extra feet in difficult terrain), unless a creature has a climbing or 117 | swimming speed. At the GM's option, climbing a slippery vertical surface 118 | or one with few handholds requires a successful Strength (Athletics) 119 | check. Similarly, gaining any distance in rough water might require a 120 | successful Strength (Athletics) check. 121 | 122 | *** Jumping :jump: 123 | Your Strength determines how far you can jump. 124 | 125 | **** Long Jump :long: 126 | When you make a long jump, you cover a number of feet up 127 | to your Strength score if you move at least 10 feet on foot immediately 128 | before the jump. When you make a standing long jump, you can leap only 129 | half that distance. Either way, each foot you clear on the jump costs a 130 | foot of movement. 131 | 132 | This rule assumes that the height of your jump doesn't matter, such as a 133 | jump across a stream or chasm. At your GM's option, you must succeed on 134 | a DC 10 Strength (Athletics) check to clear a low obstacle (no taller 135 | than a quarter of the jump's distance), such as a hedge or low wall. 136 | Otherwise, you hit it. 137 | 138 | When you land in difficult terrain, you must succeed on a DC 10 139 | Dexterity (Acrobatics) check to land on your feet. Otherwise, you land 140 | prone. 141 | 142 | **** High Jump :high: 143 | When you make a high jump, you leap into the air a number 144 | of feet equal to 3 + your Strength modifier if you move at least 10 feet 145 | on foot immediately before the jump. When you make a standing high jump, 146 | you can jump only half that distance. Either way, each foot you clear on 147 | the jump costs a foot of movement. In some circumstances, your GM might 148 | allow you to make a Strength (Athletics) check to jump higher than you 149 | normally can. 150 | 151 | You can extend your arms half your height above yourself during the 152 | jump. Thus, you can reach above you a distance equal to the height of 153 | the jump plus 1½ times your height. 154 | 155 | * The Environment :environment:environ:env: 156 | By its nature, adventuring involves delving into places that are dark, 157 | dangerous, and full of mysteries to be explored. The rules in this 158 | section cover some of the most important ways in which adventurers 159 | interact with the environment in such places. 160 | 161 | ** Falling :fall:falling: 162 | A fall from a great height is one of the most common hazards facing an 163 | adventurer. At the end of a fall, a creature takes 1d6 bludgeoning 164 | damage for every 10 feet it fell, to a maximum of 20d6. The creature 165 | lands prone, unless it avoids taking damage from the fall. 166 | 167 | ** Suffocating :suffocate:suffocating: 168 | A creature can hold its breath for a number of minutes equal to 1 + its 169 | Constitution modifier (minimum of 30 seconds). 170 | 171 | When a creature runs out of breath or is choking, it can survive for a 172 | number of rounds equal to its Constitution modifier (minimum of 1 173 | round). At the start of its next turn, it drops to 0 hit points and is 174 | dying, and it can't regain hit points or be stabilized until it can 175 | breathe again. 176 | 177 | For example, a creature with a Constitution of 14 can hold its breath 178 | for 3 minutes. If it starts suffocating, it has 2 rounds to reach air 179 | before it drops to 0 hit points. 180 | 181 | ** Vision and Light :vision:light: 182 | The most fundamental tasks of adventuring- noticing danger, finding 183 | hidden objects, hitting an enemy in combat, and targeting a spell, to 184 | name just a few-rely heavily on a character's ability to see. Darkness 185 | and other effects that obscure vision can prove a significant hindrance. 186 | 187 | A given area might be lightly or heavily obscured. In a *lightly 188 | obscured* area, such as dim light, patchy fog, or moderate foliage, 189 | creatures have disadvantage on Wisdom (Perception) checks that rely on 190 | sight. 191 | 192 | A *heavily obscured* area-such as darkness, opaque fog, or dense 193 | foliage-blocks vision entirely. A creature effectively suffers from the 194 | blinded condition (see appendix ##) when trying to see something in that 195 | area. 196 | 197 | The presence or absence of light in an environment creates three 198 | categories of illumination: bright light, dim light, and darkness. 199 | 200 | *Bright light* lets most creatures see normally. 201 | 202 | Even gloomy days provide bright light, as do torches, lanterns, fires, 203 | and other sources of illumination within a specific radius. 204 | 205 | *Dim light*, also called shadows, creates a lightly obscured area. An 206 | area of dim light is usually a boundary between a source of bright 207 | light, such as a torch, and surrounding darkness. The soft light of 208 | twilight and dawn also counts as dim light. A particularly brilliant 209 | full moon might bathe the land in dim light. 210 | 211 | *Darkness* creates a heavily obscured area. 212 | 213 | Characters face darkness outdoors at night (even most moonlit nights), 214 | within the confines of an unlit dungeon or a subterranean vault, or in 215 | an area of magical darkness. 216 | 217 | *** Blindsight 218 | A creature with blindsight can perceive its surroundings without relying 219 | on sight, within a specific radius. Creatures without eyes, such as 220 | oozes, and creatures with echolocation or heightened senses, such as 221 | bats and true dragons, have this sense. 222 | 223 | *** Darkvision 224 | Many creatures in fantasy gaming worlds, especially those that dwell 225 | underground, have darkvision. Within a specified range, a creature with 226 | darkvision can see in darkness as if the darkness were dim light, so 227 | areas of darkness are only lightly obscured as far as that creature is 228 | concerned. However, the creature can't discern color in darkness, only 229 | shades of gray. 230 | 231 | *** Truesight 232 | A creature with truesight can, out to a specific range, see in normal 233 | and magical darkness, see invisible creatures and objects, automatically 234 | detect visual illusions and succeed on saving throws against them, and 235 | perceives the original form of a shapechanger or a creature that is 236 | transformed by magic. Furthermore, the creature can see into the 237 | Ethereal Plane. 238 | 239 | ** Food and Water :sustanence: 240 | Characters who don't eat or drink suffer the effects of exhaustion (see 241 | appendix ##). Exhaustion caused by lack of food or water can't be 242 | removed until the character eats and drinks the full required amount. 243 | 244 | *** Food :food: 245 | A character needs one pound of food per day and can make food last 246 | longer by subsisting on half rations. Eating half a pound of food in a 247 | day counts as half a day without food. 248 | 249 | A character can go without food for a number of days equal to 3 + his or 250 | her Constitution modifier (minimum 1). At the end of each day beyond 251 | that limit, a character automatically suffers one level of exhaustion. 252 | 253 | A normal day of eating resets the count of days without food to zero. 254 | 255 | *** Water :water: 256 | A character needs one gallon of water per day, or two gallons per day if 257 | the weather is hot. A character who drinks only half that much water 258 | must succeed on a DC 15 Constitution saving throw or suffer one level of 259 | exhaustion at the end of the day. A character with access to even less 260 | water automatically suffers one level of exhaustion at the end of the 261 | day. 262 | 263 | If the character already has one or more levels of exhaustion, the 264 | character takes two levels in either case. 265 | 266 | ** Interacting with Objects 267 | A character's interaction with objects in an environment is often simple 268 | to resolve in the game. The player tells the GM that his or her 269 | character is doing something, such as moving a lever, and the GM 270 | describes what, if anything, happens. 271 | 272 | For example, a character might decide to pull a lever, which might, in 273 | turn, raise a portcullis, cause a room to flood with water, or open a 274 | secret door in a nearby wall. If the lever is rusted in position, 275 | though, a character might need to force it. In such a situation, the GM 276 | might call for a Strength check to see whether the character can wrench 277 | the lever into place. The GM sets the DC for any such check based on the 278 | difficulty of the task. 279 | 280 | Characters can also damage objects with their weapons and spells. 281 | Objects are immune to poison and psychic damage, but otherwise they can 282 | be affected by physical and magical attacks much like creatures can. The 283 | GM determines an object's Armor Class and hit points, and might decide 284 | that certain objects have resistance or immunity to certain kinds of 285 | attacks. (It's hard to cut a rope with a club, for example.) Objects 286 | always fail Strength and Dexterity saving throws, and they are immune to 287 | effects that require other saves. When an object drops to 0 hit points, 288 | it breaks. 289 | 290 | A character can also attempt a Strength check to break an object. The GM 291 | sets the DC for any such check. 292 | 293 | * Resting :rest:resting: 294 | Heroic though they might be, adventurers can't spend every hour of the 295 | day in the thick of exploration, social interaction, and combat. They 296 | need rest-time to sleep and eat, tend their wounds, refresh their minds 297 | and spirits for spellcasting, and brace themselves for further 298 | adventure. 299 | 300 | Adventurers can take short rests in the midst of an adventuring day and 301 | a long rest to end the day. 302 | 303 | ** Short Rest :short: 304 | A short rest is a period of downtime, at least 1 hour long, during which 305 | a character does nothing more strenuous than eating, drinking, reading, 306 | and tending to wounds. 307 | 308 | A character can spend one or more Hit Dice at the end of a short rest, 309 | up to the character's maximum number of Hit Dice, which is equal to the 310 | character's level. For each Hit Die spent in this way, the player rolls 311 | the die and adds the character's Constitution modifier to it. The 312 | character regains hit points equal to the total (minimum of 0). The 313 | player can decide to spend an additional Hit Die after each roll. A 314 | character regains some spent Hit Dice upon finishing a long rest, as 315 | explained below. 316 | 317 | ** Long Rest :long: 318 | A long rest is a period of extended downtime, at least 8 hours long, 319 | during which a character sleeps for at least 6 hours and performs no 320 | more than 2 hours of light activity, such as reading, talking, eating, 321 | or standing watch. If the rest is interrupted by a period of strenuous 322 | activity-at least 1 hour of walking, fighting, casting spells, or 323 | similar adventuring activity-the characters must begin the rest again to 324 | gain any benefit from it. 325 | 326 | At the end of a long rest, a character regains all lost hit points. The 327 | character also regains spent Hit Dice, up to a number of dice equal to 328 | half of the character's total number of them (minimum of one die). For 329 | example, if a character has eight Hit Dice, he or she can regain four 330 | spent Hit Dice upon finishing a long rest. 331 | 332 | A character can't benefit from more than one long rest in a 24-hour 333 | period, and a character must have at least 1 hit point at the start of 334 | the rest to gain its benefits. 335 | 336 | * Between Adventures 337 | Between trips to dungeons and battles against ancient evils, adventurers 338 | need time to rest, recuperate, and prepare for their next adventure. 339 | Many adventurers also use this time to perform other tasks, such as 340 | crafting arms and armor, performing research, or spending their 341 | hard-earned gold. 342 | 343 | In some cases, the passage of time is something that occurs with little 344 | fanfare or description. When starting a new adventure, the GM might 345 | simply declare that a certain amount of time has passed and allow you to 346 | describe in general terms what your character has been doing. At other 347 | times, the GM might want to keep track of just how much time is passing 348 | as events beyond your perception stay in motion. 349 | 350 | ** Lifestyle Expenses 351 | Between adventures, you choose a particular quality of life and pay the 352 | cost of maintaining that lifestyle. 353 | 354 | Living a particular lifestyle doesn't have a huge effect on your 355 | character, but your lifestyle can affect the way other individuals and 356 | groups react to you. For example, when you lead an aristocratic 357 | lifestyle, it might be easier for you to influence the nobles of the 358 | city than if you live in poverty. 359 | 360 | ** Downtime Activities :downtime: 361 | Between adventures, the GM might ask you what your character is doing 362 | during his or her downtime. Periods of downtime can vary in duration, 363 | but each downtime activity requires a certain number of days to complete 364 | before you gain any benefit, and at least 8 hours of each day must be 365 | spent on the downtime activity for the day to count. The days do not 366 | need to be consecutive. If you have more than the minimum amount of days 367 | to spend, you can keep doing the same thing for a longer period of time, 368 | or switch to a new downtime activity. 369 | 370 | Downtime activities other than the ones presented below are possible. If 371 | you want your character to spend his or her downtime performing an 372 | activity not covered here, discuss it with your GM. 373 | 374 | *** Crafting :craft:crafting: 375 | You can craft nonmagical objects, including adventuring equipment and 376 | works of art. You must be proficient with tools related to the object 377 | you are trying to create (typically artisan's tools). You might also 378 | need access to special materials or locations necessary to create it. 379 | For example, someone proficient with smith's tools needs a forge in 380 | order to craft a sword or suit of armor. 381 | 382 | For every day of downtime you spend crafting, you can craft one or more 383 | items with a total market value not exceeding 5 gp, and you must expend 384 | raw materials worth half the total market value. If something you want 385 | to craft has a market value greater than 5 gp, you make progress every 386 | day in 5 gp increments until you reach the market value of the item. For 387 | example, a suit of plate armor (market value 1,500 gp) takes 300 days to 388 | craft by yourself. 389 | 390 | Multiple characters can combine their efforts toward the crafting of a 391 | single item, provided that the characters all have proficiency with the 392 | requisite tools and are working together in the same place. Each 393 | character contributes 5 gp worth of effort for every day spent helping 394 | to craft the item. For example, three characters with the requisite tool 395 | proficiency and the proper facilities can craft a suit of plate armor in 396 | 100 days, at a total cost of 750 gp. 397 | 398 | While crafting, you can maintain a modest lifestyle without having to 399 | pay 1 gp per day, or a comfortable lifestyle at half the normal cost. 400 | 401 | *** Practicing a Profession :practice:profession: 402 | You can work between adventures, allowing you to maintain a modest 403 | lifestyle without having to pay 1 gp per day. This benefit lasts as long 404 | you continue to practice your profession. 405 | 406 | If you are a member of an organization that can provide gainful 407 | employment, such as a temple or a thieves' guild, you earn enough to 408 | support a comfortable lifestyle instead. 409 | 410 | If you have proficiency in the Performance skill and put your 411 | performance skill to use during your downtime, you earn enough to 412 | support a wealthy lifestyle instead. 413 | 414 | *** Recuperating :recuperate: 415 | You can use downtime between adventures to recover from a debilitating 416 | injury, disease, or poison. 417 | 418 | After three days of downtime spent recuperating, you can make a DC 15 419 | Constitution saving throw. On a successful save, you can choose one of 420 | the following results: 421 | 422 | - End one effect on you that prevents you from regaining hit points. 423 | - For the next 24 hours, gain advantage on saving throws against one 424 | disease or poison currently affecting you. 425 | 426 | *** Researching :research: 427 | The time between adventures is a great chance to perform research, 428 | gaining insight into mysteries that have unfurled over the course of the 429 | campaign. Research can include poring over dusty tomes and crumbling 430 | scrolls in a library or buying drinks for the locals to pry rumors and 431 | gossip from their lips. 432 | 433 | When you begin your research, the GM determines whether the information 434 | is available, how many days of downtime it will take to find it, and 435 | whether there are any restrictions on your research (such as needing to 436 | seek out a specific individual, tome, or location). The GM might also 437 | require you to make one or more ability checks, such as an Intelligence 438 | (Investigation) check to find clues pointing toward the information you 439 | seek, or a Charisma (Persuasion) check to secure someone's aid. Once 440 | those conditions are met, you learn the information if it is available. 441 | 442 | For each day of research, you must spend 1 gp to cover your expenses. 443 | This cost is in addition to your normal lifestyle expenses. 444 | 445 | *** Training :train:training: 446 | You can spend time between adventures learning a new language or 447 | training with a set of tools. Your GM might allow additional training 448 | options. 449 | 450 | First, you must find an instructor willing to teach you. The GM 451 | determines how long it takes, and whether one or more ability checks are 452 | required. 453 | 454 | The training lasts for 250 days and costs 1 gp per day. After you spend 455 | the requisite amount of time and money, you learn the new language or 456 | gain proficiency with the new tool. 457 | -------------------------------------------------------------------------------- /06.abilities.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: abilities ability 3 | 4 | * Description 5 | Six abilities provide a quick description of every creature's physical 6 | and mental characteristics: 7 | 8 | - Strength :: measuring physical power 9 | - Dexterity :: measuring agility 10 | - Constitution :: measuring endurance 11 | - Intelligence :: measuring reasoning and memory 12 | - Wisdom :: measuring perception and insight 13 | - Charisma :: measuring force of personality 14 | 15 | Is a character muscle-bound and insightful? Brilliant and charming? 16 | Nimble and hardy? Ability scores define these qualities-a creature's 17 | assets as well as weaknesses. 18 | 19 | The three main rolls of the game-the ability check, the saving throw, 20 | and the attack roll-rely on the six ability scores. The book's 21 | introduction describes the basic rule behind these rolls: roll a d20, 22 | add an ability modifier derived from one of the six ability scores, and 23 | compare the total to a target number. 24 | 25 | ** Ability Scores and Modifiers :modifier:mod:score: 26 | Each of a creature's abilities has a score, a number that defines the 27 | magnitude of that ability. An ability score is not just a measure of 28 | innate capabilities, but also encompasses a creature's training and 29 | competence in activities related to that ability. 30 | 31 | A score of 10 or 11 is the normal human average, but adventurers and 32 | many monsters are a cut above average in most abilities. A score of 18 33 | is the highest that a person usually reaches. Adventurers can have 34 | scores as high as 20, and monsters and divine beings can have scores as 35 | high as 30. 36 | 37 | Each ability also has a modifier, derived from the score and ranging 38 | from -5 (for an ability score of 1) to +10 (for a score of 30). The 39 | Ability Scores and Modifiers table notes the ability modifiers for the 40 | range of possible ability scores, from 1 to 30. 41 | 42 | *** Table: Ability Scores and Modifiers :table: 43 | | Score | Modifier | 44 | |-------+----------| 45 | | 1 | -5 | 46 | | 2-3 | -4 | 47 | | 4-5 | -3 | 48 | | 6-7 | -2 | 49 | | 8-9 | -1 | 50 | | 10-11 | +0 | 51 | | 12-13 | +1 | 52 | | 14-15 | +2 | 53 | | 16-17 | +3 | 54 | | 18-19 | +4 | 55 | | 20-21 | +5 | 56 | | 22-23 | +6 | 57 | | 24-25 | +7 | 58 | | 26-27 | +8 | 59 | | 28-29 | +9 | 60 | | 30 | +10 | 61 | 62 | To determine an ability modifier without consulting the table, subtract 63 | 10 from the ability score and then divide the total by 2 (round down). 64 | 65 | Because ability modifiers affect almost every attack roll, ability 66 | check, and saving throw, ability modifiers come up in play more often 67 | than their associated scores. 68 | 69 | * Advantage and Disadvantage :advantage:disadvantage: 70 | Sometimes a special ability or spell tells you that you have advantage 71 | or disadvantage on an ability check, a saving throw, or an attack roll. 72 | When that happens, you roll a second d20 when you make the roll. Use the 73 | higher of the two rolls if you have advantage, and use the lower roll if 74 | you have disadvantage. For example, if you have disadvantage and roll a 75 | 17 and a 5, you use the 5. If you instead have advantage and roll those 76 | numbers, you use the 17. 77 | 78 | If multiple situations affect a roll and each one grants advantage or 79 | imposes disadvantage on it, you don't roll more than one additional d20. 80 | If two favorable situations grant advantage, for example, you still roll 81 | only one additional d20. 82 | 83 | If circumstances cause a roll to have both advantage and disadvantage, 84 | you are considered to have neither of them, and you roll one d20. This 85 | is true even if multiple circumstances impose disadvantage and only one 86 | grants advantage or vice versa. In such a situation, you have neither 87 | advantage nor disadvantage. 88 | 89 | When you have advantage or disadvantage and something in the game, such 90 | as the halfling's Lucky trait, lets you reroll or replace the d20, you 91 | can reroll or replace only one of the dice. You choose which one. For 92 | example, if a halfling has advantage or disadvantage on an ability check 93 | and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll 94 | the 1. 95 | 96 | You usually gain advantage or disadvantage through the use of special 97 | abilities, actions, or spells. Inspiration can also give a character 98 | advantage. The 99 | 100 | GM can also decide that circumstances influence a roll in one direction 101 | or the other and grant advantage or impose disadvantage as a result. 102 | 103 | * Proficiency Bonus :prof:proficiency: 104 | Characters have a proficiency bonus determined by level. Monsters also 105 | have this bonus, which is incorporated in their stat blocks. The bonus 106 | is used in the rules on ability checks, saving throws, and attack rolls. 107 | 108 | Your proficiency bonus can't be added to a single die roll or other 109 | number more than once. For example, if two different rules say you can 110 | add your proficiency bonus to a Wisdom saving throw, you nevertheless 111 | add the bonus only once when you make the save. 112 | 113 | Occasionally, your proficiency bonus might be multiplied or divided 114 | (doubled or halved, for example) before you apply it. For example, the 115 | rogue's Expertise feature doubles the proficiency bonus for certain 116 | ability checks. If a circumstance suggests that your proficiency bonus 117 | applies more than once to the same roll, you still add it only once and 118 | multiply or divide it only once. 119 | 120 | By the same token, if a feature or effect allows you to multiply your 121 | proficiency bonus when making an ability check that wouldn't normally 122 | benefit from your proficiency bonus, you still don't add the bonus to 123 | the check. For that check your proficiency bonus is 0, given the fact 124 | that multiplying 0 by any number is still 0. For instance, if you lack 125 | proficiency in the History skill, you gain no benefit from a feature 126 | that lets you double your proficiency bonus when you make Intelligence 127 | (History) checks. 128 | 129 | In general, you don't multiply your proficiency bonus for attack rolls 130 | or saving throws. If a feature or effect allows you to do so, these same 131 | rules apply. 132 | 133 | * Ability Checks :check:checks: 134 | An ability check tests a character's or monster's innate talent and 135 | training in an effort to overcome a challenge. The GM calls for an 136 | ability check when a character or monster attempts an action (other than 137 | an attack) that has a chance of failure. When the outcome is uncertain, 138 | the dice determine the results. 139 | 140 | For every ability check, the GM decides which of the six abilities is 141 | relevant to the task at hand and the difficulty of the task, represented 142 | by a Difficulty Class. 143 | 144 | The more difficult a task, the higher its DC. The Typical Difficulty 145 | Classes table shows the most common DCs. 146 | 147 | ** Table: Difficulty Classes :DC:dc:table: 148 | | Task Difficulty | DC | 149 | |-------------------+----| 150 | | Very easy | 5 | 151 | | Easy | 10 | 152 | | Medium | 15 | 153 | | Hard | 20 | 154 | | Very hard | 25 | 155 | | Nearly impossible | 30 | 156 | 157 | To make an ability check, roll a d20 and add the relevant ability 158 | modifier. As with other d20 rolls, apply bonuses and penalties, and 159 | compare the total to the DC. If the total equals or exceeds the DC, the 160 | ability check is a success-the creature overcomes the challenge at hand. 161 | Otherwise, it's a failure, which means the character or monster makes no 162 | progress toward the objective or makes progress combined with a setback 163 | determined by the GM. 164 | 165 | ** Contests :contest: 166 | Sometimes one character's or monster's efforts are directly opposed to 167 | another's. This can occur when both of them are trying to do the same 168 | thing and only one can succeed, such as attempting to snatch up a magic 169 | ring that has fallen on the floor. This situation also applies when one 170 | of them is trying to prevent the other one from accomplishing a goal- 171 | for example, when a monster tries to force open a door that an 172 | adventurer is holding closed. In situations like these, the outcome is 173 | determined by a special form of ability check, called a contest. 174 | 175 | Both participants in a contest make ability checks appropriate to their 176 | efforts. They apply all appropriate bonuses and penalties, but instead 177 | of comparing the total to a DC, they compare the totals of their two 178 | checks. The participant with the higher check total wins the contest. 179 | That character or monster either succeeds at the action or prevents the 180 | other one from succeeding. 181 | 182 | If the contest results in a tie, the situation remains the same as it 183 | was before the contest. Thus, one contestant might win the contest by 184 | default. If two characters tie in a contest to snatch a ring off the 185 | floor, neither character grabs it. In a contest between a monster trying 186 | to open a door and an adventurer trying to keep the door closed, a tie 187 | means that the door remains shut. 188 | 189 | ** Skills :skill:skills: 190 | Each ability covers a broad range of capabilities, including skills that 191 | a character or a monster can be proficient in. A skill represents a 192 | specific aspect of an ability score, and an individual's proficiency in 193 | a skill demonstrates a focus on that aspect. (A character's starting 194 | skill proficiencies are determined at character creation, and a 195 | monster's skill proficiencies appear in the monster's stat block.) 196 | 197 | For example, a Dexterity check might reflect a character's attempt to 198 | pull off an acrobatic stunt, to palm an object, or to stay hidden. Each 199 | of these aspects of Dexterity has an associated skill: Acrobatics, 200 | Sleight of Hand, and Stealth, respectively. So a character who has 201 | proficiency in the Stealth skill is particularly good at Dexterity 202 | checks related to sneaking and hiding. 203 | 204 | The skills related to each ability score are shown in the following 205 | list. (No skills are related to Constitution.) See an ability's 206 | description in the later sections of this section for examples of how to 207 | use a skill associated with an ability. 208 | 209 | Sometimes, the GM might ask for an ability check using a specific 210 | skill-for example, "Make a Wisdom (Perception) check." At other times, a 211 | player might ask the GM if proficiency in a particular skill applies to 212 | a check. In either case, proficiency in a skill means an individual can 213 | add his or her proficiency bonus to ability checks that involve that 214 | skill. Without proficiency in the skill, the individual makes a normal 215 | ability check. 216 | 217 | For example, if a character attempts to climb up a dangerous cliff, the 218 | GM might ask for a Strength (Athletics) check. If the character is 219 | proficient in Athletics, the character's proficiency bonus is added to 220 | the Strength check. If the character lacks that proficiency, he or she 221 | just makes a Strength check. 222 | 223 | *** Table- Related Skills :table: 224 | | Strength | Dexterity | Intelligence | Wisdom | Charisma | 225 | |-----------+-----------------+---------------+-----------------+--------------| 226 | | Athletics | Acrobatics | Arcana | Animal Handling | Deception | 227 | | | Sleight of Hand | History | Insight | Intimidation | 228 | | | Stealth | Investigation | Medicine | Performance | 229 | | | | Nature | Perception | Persuasion | 230 | | | | Religion | Survival | | 231 | 232 | *** Variant: Skills with Different Abilities 233 | Normally, your proficiency in a skill applies only to a specific kind of 234 | ability check. Proficiency in Athletics, for example, usually applies to 235 | Strength checks. In some situations, though, your proficiency might 236 | reasonably apply to a different kind of check. In such cases, the GM 237 | might ask for a check using an unusual combination of ability and skill, 238 | or you might ask your GM if you can apply a proficiency to a different 239 | check. For example, if you have to swim from an offshore island to the 240 | mainland, your GM might call for a Constitution check to see if you have 241 | the stamina to make it that far. In this case, your GM might allow you 242 | to apply your proficiency in Athletics and ask for a Constitution 243 | (Athletics) check. So if you're proficient in Athletics, you apply your 244 | proficiency bonus to the Constitution check just as you would normally 245 | do for a Strength (Athletics) check. Similarly, when your half-orc 246 | barbarian uses a display of raw strength to intimidate an enemy, your GM 247 | might ask for a Strength (Intimidation) check, even though Intimidation 248 | is normally associated with Charisma. 249 | 250 | ** Passive Checks :passive: 251 | A passive check is a special kind of ability check that doesn't involve 252 | any die rolls. Such a check can represent the average result for a task 253 | done repeatedly, such as searching for secret doors over and over again, 254 | or can be used when the GM wants to secretly determine whether the 255 | characters succeed at something without rolling dice, such as noticing a 256 | hidden monster. 257 | 258 | Here's how to determine a character's total for a passive check: 259 | 260 | 10 + all modifiers that normally apply to the check 261 | 262 | If the character has advantage on the check, add 5. For disadvantage, 263 | subtract 5. The game refers to a passive check total as a *score*. 264 | 265 | For example, if a 1st-level character has a Wisdom of 15 and proficiency 266 | in Perception, he or she has a passive Wisdom (Perception) score of 14. 267 | 268 | The rules on hiding in the "Dexterity" section below rely on passive 269 | checks, as do the exploration rules. 270 | 271 | ** Working Together :collaborate:tandem:work_together: 272 | Sometimes two or more characters team up to attempt a task. The 273 | character who's leading the effort-or the one with the highest ability 274 | modifier-can make an ability check with advantage, reflecting the help 275 | provided by the other characters. In combat, this requires the Help 276 | action. 277 | 278 | A character can only provide help if the task is one that he or she 279 | could attempt alone. For example, trying to open a lock requires 280 | proficiency with thieves' tools, so a character who lacks that 281 | proficiency can't help another character in that task. Moreover, a 282 | character can help only when two or more individuals working together 283 | would actually be productive. Some tasks, such as threading a needle, 284 | are no easier with help. 285 | 286 | *** Group Checks :group: 287 | When a number of individuals are trying to accomplish something as a 288 | group, the GM might ask for a group ability check. In such a situation, 289 | the characters who are skilled at a particular task help cover those who 290 | aren't. 291 | 292 | To make a group ability check, everyone in the group makes the ability 293 | check. If at least half the group succeeds, the whole group succeeds. 294 | Otherwise, the group fails. 295 | 296 | Group checks don't come up very often, and they're most useful when all 297 | the characters succeed or fail as a group. For example, when adventurers 298 | are navigating a swamp, the GM might call for a group Wisdom (Survival) 299 | check to see if the characters can avoid the quicksand, sinkholes, and 300 | other natural hazards of the environment. If at least half the group 301 | succeeds, the successful characters are able to guide their companions 302 | out of danger. Otherwise, the group stumbles into one of these hazards. 303 | 304 | ** Using Each Ability 305 | Every task that a character or monster might attempt in the game is 306 | covered by one of the six abilities. This section explains in more 307 | detail what those abilities mean and the ways they are used in the game. 308 | 309 | *** Strength :strength:str: 310 | Strength measures bodily power, athletic training, and the extent to 311 | which you can exert raw physical force. 312 | 313 | **** Strength Checks :check: 314 | A Strength check can model any attempt to lift, push, pull, or break 315 | something, to force your body through a space, or to otherwise apply 316 | brute force to a situation. The Athletics skill reflects aptitude in 317 | certain kinds of Strength checks. 318 | 319 | ***** Athletics 320 | Your Strength (Athletics) check covers difficult 321 | situations you encounter while climbing, jumping, or swimming. Examples 322 | include the following activities: 323 | 324 | - You attempt to climb a sheer or slippery cliff, avoid hazards while 325 | scaling a wall, or cling to a surface while something is trying to 326 | knock you off. 327 | 328 | - You try to jump an unusually long distance or pull off a stunt 329 | midjump. 330 | 331 | - You struggle to swim or stay afloat in treacherous currents, 332 | storm-tossed waves, or areas of thick seaweed. Or another creature 333 | tries to push or pull you underwater or otherwise interfere with your 334 | swimming. 335 | 336 | ***** Other Strength Checks 337 | The GM might also call for a Strength check 338 | when you try to accomplish tasks like the following: 339 | 340 | - Force open a stuck, locked, or barred door 341 | - Break free of bonds 342 | - Push through a tunnel that is too small 343 | - Hang on to a wagon while being dragged behind it 344 | - Tip over a statue 345 | - Keep a boulder from rolling 346 | 347 | **** Attack Rolls and Damage :attack:damage: 348 | You add your Strength modifier to your attack roll and your damage roll 349 | when attacking with a melee weapon such as a mace, a battleaxe, or a 350 | javelin. You use melee weapons to make melee attacks in hand-to-hand 351 | combat, and some of them can be thrown to make a ranged attack. 352 | 353 | **** Lifting and Carrying :lift:carry: 354 | Your Strength score determines the amount of weight you can bear. The 355 | following terms define what you can lift or carry. 356 | 357 | ***** Carrying Capacity 358 | Your carrying capacity is your Strength score 359 | multiplied by 15. This is the weight (in pounds) that you can carry, 360 | which is high enough that most characters don't usually have to worry 361 | about it. 362 | 363 | ***** Push, Drag, or Lift 364 | You can push, drag, or lift a weight in pounds 365 | up to twice your carrying capacity (or 30 times your Strength score). 366 | While pushing or dragging weight in excess of your carrying capacity, 367 | your speed drops to 5 feet. 368 | 369 | ***** Size and Strength 370 | Larger creatures can bear more weight, whereas 371 | Tiny creatures can carry less. For each size category above Medium, 372 | double the creature's carrying capacity and the amount it can push, 373 | drag, or lift. For a Tiny creature, halve these weights. 374 | 375 | **** Variant: Encumbrance :encumbered:variant: 376 | The rules for lifting and carrying are intentionally simple. Here is a 377 | variant if you are looking for more detailed rules for determining how a 378 | character is hindered by the weight of equipment. When you use this 379 | variant, ignore the Strength column of the Armor table. 380 | 381 | If you carry weight in excess of 5 times your Strength score, you are 382 | *encumbered*, which means your speed drops by 10 feet. 383 | 384 | If you carry weight in excess of 10 times your Strength score, up to 385 | your maximum carrying capacity, you are instead *heavily encumbered*, 386 | which means your speed drops by 20 feet and you have disadvantage on 387 | ability checks, attack rolls, and saving throws that use Strength, 388 | Dexterity, or Constitution. 389 | 390 | *** Dexterity :dexterity:dex: 391 | Dexterity measures agility, reflexes, and balance. 392 | 393 | **** Dexterity Checks :check: 394 | A Dexterity check can model any attempt to move nimbly, quickly, or 395 | quietly, or to keep from falling on tricky footing. The Acrobatics, 396 | Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of 397 | Dexterity checks. 398 | 399 | ***** Acrobatics 400 | Your Dexterity (Acrobatics) check covers your attempt to 401 | stay on your feet in a tricky situation, such as when you're trying to 402 | run across a sheet of ice, balance on a tightrope, or stay upright on a 403 | rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) 404 | check to see if you can perform acrobatic stunts, including dives, 405 | rolls, somersaults, and flips. 406 | 407 | ***** Sleight of Hand 408 | Whenever you attempt an act of legerdemain or 409 | manual trickery, such as planting something on someone else or 410 | concealing an object on your person, make a Dexterity (Sleight of Hand) 411 | check. The GM might also call for a Dexterity (Sleight of Hand) check to 412 | determine whether you can lift a coin purse off another person or slip 413 | something out of another person's pocket. 414 | 415 | ***** Stealth 416 | Make a Dexterity (Stealth) check when you attempt to 417 | conceal yourself from enemies, slink past guards, slip away without 418 | being noticed, or sneak up on someone without being seen or heard. 419 | 420 | ***** Other Dexterity Checks 421 | The GM might call for a Dexterity check when 422 | you try to accomplish tasks like the following: 423 | 424 | - Control a heavily laden cart on a steep descent 425 | - Steer a chariot around a tight turn 426 | - Pick a lock 427 | - Disable a trap 428 | - Securely tie up a prisoner 429 | - Wriggle free of bonds 430 | - Play a stringed instrument 431 | - Craft a small or detailed object 432 | 433 | **** Attack Rolls and Damage :attack:damage: 434 | You add your Dexterity modifier to your attack roll and your damage roll 435 | when attacking with a ranged weapon, such as a sling or a longbow. You 436 | can also add your Dexterity modifier to your attack roll and your damage 437 | roll when attacking with a melee weapon that has the finesse property, 438 | such as a dagger or a rapier. 439 | 440 | **** Armor Class :ac:AC: 441 | Depending on the armor you wear, you might add some or all of your 442 | Dexterity modifier to your Armor Class. 443 | 444 | **** Initiative :initiative: 445 | At the beginning of every combat, you roll initiative by making a 446 | Dexterity check. Initiative determines the order of creatures' turns in 447 | combat. 448 | 449 | #+BEGIN_QUOTE 450 | *Hiding* 451 | 452 | The DM decides when circumstances are appropriate for hiding. When you 453 | try to hide, make a Dexterity (Stealth) check. Until you are 454 | discovered or you stop hiding, that check's total is contested by the 455 | Wisdom (Perception) check of any creature that actively searches for 456 | signs of your presence. 457 | 458 | You can't hide from a creature that can see you clearly, and you give 459 | away your position if you make noise, such as shouting a warning or 460 | knocking over a vase. 461 | 462 | An invisible creature can always try to hide. Signs of its passage 463 | might still be noticed, and it does have to stay quiet. 464 | 465 | In combat, most creatures stay alert for signs of danger all around, 466 | so if you come out of hiding and approach a creature, it usually sees 467 | you. However, under certain circumstances, the DM might allow you to 468 | stay hidden as you approach a creature that is distracted, allowing 469 | you to gain advantage on an attack roll before you are seen. 470 | 471 | */Passive Perception/*. When you hide, there's a chance someone will 472 | notice you even if they aren't searching. To determine whether such a 473 | creature notices you, the DM compares your Dexterity (Stealth) check 474 | with that creature's passive Wisdom (Perception) score, which equals 475 | 10 + the creature's Wisdom modifier, as well as any other bonuses or 476 | penalties. If the creature has advantage, add 5. For disadvantage, 477 | subtract 5. For example, if a 1st-level character (with a proficiency 478 | bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in 479 | Perception, he or she has a passive Wisdom (Perception) of 14. 480 | 481 | */What Can You See?/* One of the main factors in determining whether 482 | you can find a hidden creature or object is how well you can see in an 483 | area, which might be *lightly* or *heavily obscured*, as explained in 484 | the "Adventuring" section. 485 | #+END_QUOTE 486 | 487 | *** Constitution :constitution:con: 488 | Constitution measures health, stamina, and vital force. 489 | 490 | **** Constitution Checks :check: 491 | Constitution checks are uncommon, and no skills apply to Constitution 492 | checks, because the endurance this ability represents is largely passive 493 | rather than involving a specific effort on the part of a character or 494 | monster. A Constitution check can model your attempt to push beyond 495 | normal limits, however. 496 | 497 | The GM might call for a Constitution check when you try to accomplish 498 | tasks like the following: 499 | 500 | - Hold your breath 501 | - March or labor for hours without rest 502 | - Go without sleep 503 | - Survive without food or water 504 | - Quaff an entire stein of ale in one go 505 | 506 | **** Hit Points :hp:HP: 507 | Your Constitution modifier contributes to your hit points. Typically, 508 | you add your Constitution modifier to each Hit Die you roll for your hit 509 | points. 510 | 511 | If your Constitution modifier changes, your hit point maximum changes as 512 | well, as though you had the new modifier from 1st level. For example, if 513 | you raise your Constitution score when you reach 4th level and your 514 | Constitution modifier increases from +1 to +2, you adjust your hit point 515 | maximum as though the modifier had always been +2. So you add 3 hit 516 | points for your first three levels, and then roll your hit points for 517 | 4th level using your new modifier. Or if you're 7th level and some 518 | effect lowers your Constitution score so as to reduce your Constitution 519 | modifier by 1, your hit point maximum is reduced by 7. 520 | 521 | *** Intelligence :intelligence:int: 522 | Intelligence measures mental acuity, accuracy of recall, and the ability 523 | to reason. 524 | 525 | **** Intelligence Checks :check: 526 | An Intelligence check comes into play when you need to draw on logic, 527 | education, memory, or deductive reasoning. The Arcana, History, 528 | Investigation, Nature, and Religion skills reflect aptitude in certain 529 | kinds of Intelligence checks. 530 | 531 | ***** Arcana 532 | Your Intelligence (Arcana) check measures your ability to 533 | recall lore about spells, magic items, eldritch symbols, magical 534 | traditions, the planes of existence, and the inhabitants of those 535 | planes. 536 | 537 | ***** History 538 | Your Intelligence (History) check measures your ability to 539 | recall lore about historical events, legendary people, ancient kingdoms, 540 | past disputes, recent wars, and lost civilizations. 541 | 542 | ***** Investigation 543 | When you look around for clues and make deductions 544 | based on those clues, you make an Intelligence (Investigation) check. 545 | You might deduce the location of a hidden object, discern from the 546 | appearance of a wound what kind of weapon dealt it, or determine the 547 | weakest point in a tunnel that could cause it to collapse. Poring 548 | through ancient scrolls in search of a hidden fragment of knowledge 549 | might also call for an Intelligence (Investigation) check. 550 | 551 | ***** Nature 552 | Your Intelligence (Nature) check measures your ability to 553 | recall lore about terrain, plants and animals, the weather, and natural 554 | cycles. 555 | 556 | ***** Religion 557 | Your Intelligence (Religion) check measures your ability 558 | to recall lore about deities, rites and prayers, religious hierarchies, 559 | holy symbols, and the practices of secret cults. 560 | 561 | ***** Other Intelligence Checks 562 | The GM might call for an Intelligence 563 | check when you try to accomplish tasks like the following: 564 | 565 | - Communicate with a creature without using words 566 | - Estimate the value of a precious item 567 | - Pull together a disguise to pass as a city guard 568 | - Forge a document 569 | - Recall lore about a craft or trade 570 | - Win a game of skill 571 | 572 | **** Spellcasting Ability :spellcasting: 573 | Wizards use Intelligence as their spellcasting ability, which helps 574 | determine the saving throw DCs of spells they cast. 575 | 576 | *** Wisdom :wisdom:wis: 577 | Wisdom reflects how attuned you are to the world around you and 578 | represents perceptiveness and intuition. 579 | 580 | **** Wisdom Checks :check: 581 | A Wisdom check might reflect an effort to read body language, understand 582 | someone's feelings, notice things about the environment, or care for an 583 | injured person. The Animal Handling, Insight, Medicine, Perception, and 584 | Survival skills reflect aptitude in certain kinds of Wisdom checks. 585 | 586 | ***** Animal Handling 587 | When there is any question whether you can calm 588 | down a domesticated animal, keep a mount from getting spooked, or intuit 589 | an animal's intentions, the GM might call for a Wisdom (Animal Handling) 590 | check. You also make a Wisdom (Animal Handling) check to control your 591 | mount when you attempt a risky maneuver. 592 | 593 | ***** Insight 594 | Your Wisdom (Insight) check decides whether you can 595 | determine the true intentions of a creature, such as when searching out 596 | a lie or predicting someone's next move. Doing so involves gleaning 597 | clues from body language, speech habits, and changes in mannerisms. 598 | 599 | ***** Medicine 600 | A Wisdom (Medicine) check lets you try to stabilize a 601 | dying companion or diagnose an illness. 602 | 603 | ***** Perception 604 | Your Wisdom (Perception) check lets you spot, hear, or 605 | otherwise detect the presence of something. It measures your general 606 | awareness of your surroundings and the keenness of your senses. For 607 | example, you might try to hear a conversation through a closed door, 608 | eavesdrop under an open window, or hear monsters moving stealthily in 609 | the forest. Or you might try to spot things that are obscured or easy to 610 | miss, whether they are orcs lying in ambush on a road, thugs hiding in 611 | the shadows of an alley, or candlelight under a closed secret door. 612 | 613 | ***** Survival 614 | The GM might ask you to make a Wisdom (Survival) check to 615 | follow tracks, hunt wild game, guide your group through frozen 616 | wastelands, identify signs that owlbears live nearby, predict the 617 | weather, or avoid quicksand and other natural hazards. 618 | 619 | ***** Other Wisdom Checks 620 | The GM might call for a Wisdom check when you 621 | try to accomplish tasks like the following: 622 | 623 | - Get a gut feeling about what course of action to follow 624 | - Discern whether a seemingly dead or living creature is undead 625 | 626 | **** Spellcasting Ability :spellcasting: 627 | Clerics, druids, and rangers use Wisdom as their spellcasting ability, 628 | which helps determine the saving throw DCs of spells they cast. 629 | 630 | *** Charisma :charisma:cha: 631 | Charisma measures your ability to interact effectively with others. It 632 | includes such factors as confidence and eloquence, and it can represent 633 | a charming or commanding personality. 634 | 635 | **** Charisma Checks :check: 636 | A Charisma check might arise when you try to influence or entertain 637 | others, when you try to make an impression or tell a convincing lie, or 638 | when you are navigating a tricky social situation. The Deception, 639 | Intimidation, Performance, and Persuasion skills reflect aptitude in 640 | certain kinds of Charisma checks. 641 | 642 | ***** Deception 643 | Your Charisma (Deception) check determines whether you 644 | can convincingly hide the truth, either verbally or through your 645 | actions. This deception can encompass everything from misleading others 646 | through ambiguity to telling outright lies. Typical situations include 647 | trying to fast-talk a guard, con a merchant, earn money through 648 | gambling, pass yourself off in a disguise, dull someone's suspicions 649 | with false assurances, or maintain a straight face while telling a 650 | blatant lie. 651 | 652 | ***** Intimidation 653 | When you attempt to influence someone through overt 654 | threats, hostile actions, and physical violence, the GM might ask you to 655 | make a Charisma (Intimidation) check. Examples include trying to pry 656 | information out of a prisoner, convincing street thugs to back down from 657 | a confrontation, or using the edge of a broken bottle to convince a 658 | sneering vizier to reconsider a decision. 659 | 660 | ***** Performance 661 | Your Charisma (Performance) check determines how well 662 | you can delight an audience with music, dance, acting, storytelling, or 663 | some other form of entertainment. 664 | 665 | ***** Persuasion 666 | When you attempt to influence someone or a group of 667 | people with tact, social graces, or good nature, the GM might ask you to 668 | make a Charisma (Persuasion) check. Typically, you use persuasion when 669 | acting in good faith, to foster friendships, make cordial requests, or 670 | exhibit proper etiquette. Examples of persuading others include 671 | convincing a chamberlain to let your party see the king, negotiating 672 | peace between warring tribes, or inspiring a crowd of townsfolk. 673 | 674 | ***** Other Charisma Checks 675 | The GM might call for a Charisma check when 676 | you try to accomplish tasks like the following: 677 | 678 | - Find the best person to talk to for news, rumors, and gossip 679 | - Blend into a crowd to get the sense of key topics of conversation 680 | 681 | **** Spellcasting Ability :spellcasting: 682 | Bards, paladins, sorcerers, and warlocks use Charisma as their 683 | spellcasting ability, which helps determine the saving throw DCs of 684 | spells they cast. 685 | 686 | * Saving Throws :saving_throw:saving:throw: 687 | A saving throw-also called a save-represents an attempt to resist a 688 | spell, a trap, a poison, a disease, or a similar threat. You don't 689 | normally decide to make a saving throw; you are forced to make one 690 | because your character or monster is at risk of harm. 691 | 692 | To make a saving throw, roll a d20 and add the appropriate ability 693 | modifier. For example, you use your Dexterity modifier for a Dexterity 694 | saving throw. 695 | 696 | A saving throw can be modified by a situational bonus or penalty and can 697 | be affected by advantage and disadvantage, as determined by the GM. 698 | 699 | Each class gives proficiency in at least two saving throws. The wizard, 700 | for example, is proficient in Intelligence saves. As with skill 701 | proficiencies, proficiency in a saving throw lets a character add his or 702 | her proficiency bonus to saving throws made using a particular ability 703 | score. Some monsters have saving throw proficiencies as well. 704 | 705 | The Difficulty Class for a saving throw is determined by the effect that 706 | causes it. For example, the DC for a saving throw allowed by a spell is 707 | determined by the caster's spellcasting ability and proficiency bonus. 708 | 709 | The result of a successful or failed saving throw is also detailed in 710 | the effect that allows the save. Usually, a successful save means that a 711 | creature suffers no harm, or reduced harm, from an effect. 712 | -------------------------------------------------------------------------------- /15.npcs.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: npc 3 | 4 | * NPCs 5 | :PROPERTIES: 6 | :CUSTOM_ID: npcs 7 | :END: 8 | 9 | This section contains statistics for various humanoid non-player 10 | characters (NPCs) that adventurers might encounter during a campaign, 11 | including lowly commoners and mighty archmages. These stat blocks can be 12 | used to represent both human and nonhuman NPCs. 13 | 14 | * Customizing NPCs 15 | :PROPERTIES: 16 | :CUSTOM_ID: customizing-npcs 17 | :END: 18 | 19 | There are many easy ways to customize the NPCs in this appendix for your 20 | home campaign. 21 | 22 | */Racial Traits/*. You can add racial traits to an NPC. For example, a 23 | halfling druid might have a speed of 25 feet and the Lucky trait. Adding 24 | racial traits to an NPC doesn't alter its challenge rating. For more on 25 | racial traits, see the /Player's Handbook/. 26 | 27 | */Spell Swaps/*. One way to customize an NPC spellcaster is to replace 28 | one or more of its spells. You can substitute any spell on the NPC's 29 | spell list with a different spell of the same level from the same spell 30 | list. Swapping spells in this manner doesn't alter an NPC's challenge 31 | rating. 32 | 33 | */Armor and Weapon Swaps/*. You can upgrade or downgrade an NPC's armor, 34 | or add or switch weapons. Adjustments to Armor Class and damage can 35 | change an NPC's challenge rating. 36 | 37 | */Magic Items/*. The more powerful an NPC, the more likely it has one or 38 | more magic items in its possession. An archmage, for example, might have 39 | a magic staff or wand, as well as one or more potions and scrolls. 40 | Giving an NPC a potent damage-dealing magic item could alter its 41 | challenge rating. 42 | 43 | * Acolyte 44 | :PROPERTIES: 45 | :CUSTOM_ID: acolyte 46 | :END: 47 | 48 | /Medium humanoid (any race), any alignment/ 49 | 50 | *Armor Class* 10 51 | 52 | *Hit Points* 9 (2d8) 53 | 54 | *Speed* 30 ft. 55 | 56 | | STR | DEX | CON | INT | WIS | CHA | 57 | |---------+---------+---------+---------+---------+---------| 58 | | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | 59 | 60 | *Skills* Medicine +4, Religion +2 61 | 62 | *Senses* passive Perception 12 63 | 64 | *Languages* any one language (usually Common) 65 | 66 | *Challenge* 1/4 (50 XP) 67 | 68 | */Spellcasting/*. The acolyte is a 1st-level spellcaster. Its 69 | spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell 70 | attacks). The acolyte has following cleric spells prepared: 71 | 72 | Cantrips (at will): /light/, /sacred flame/, /thaumaturgy/ 1st level (3 73 | slots): /bless/, /cure wounds/, /sanctuary/ 74 | 75 | ****** Actions 76 | :PROPERTIES: 77 | :CUSTOM_ID: actions 78 | :END: 79 | 80 | */Club/*. /Melee Weapon Attack:/ +2 to hit, reach 5 ft., one target. 81 | /Hit:/ 2 (1d4) bludgeoning damage. 82 | 83 | *Acolytes* are junior members of a clergy, usually answerable to a 84 | priest. They perform a variety of functions in a temple and are granted 85 | minor spellcasting power by their deities. 86 | 87 | * Archmage 88 | :PROPERTIES: 89 | :CUSTOM_ID: archmage 90 | :END: 91 | 92 | /Medium humanoid (any race), any alignment/ 93 | 94 | *Armor Class* 12 (15 with /mage armor/) 95 | 96 | *Hit Points* 99 (18d8 + 18) 97 | 98 | *Speed* 30 ft. 99 | 100 | | STR | DEX | CON | INT | WIS | CHA | 101 | |---------+---------+---------+---------+---------+---------| 102 | | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | 103 | 104 | *Saving Throws* Int +9, Wis +6 105 | 106 | *Skills* Arcana +13, History +13 107 | 108 | *Damage Resistance* damage from spells; nonmagical bludgeoning, 109 | piercing, and slashing (from /stoneskin/) 110 | 111 | *Senses* passive Perception 12 112 | 113 | *Languages* any six languages 114 | 115 | *Challenge* 12 (8,400 XP) 116 | 117 | */Magic Resistance/*. The archmage has advantage on saving throws 118 | against spells and other magical effects. 119 | 120 | */Spellcasting/*. The archmage is an 18th-level spellcaster. Its 121 | spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 122 | spell attacks). The archmage can cast /disguise self/ and /invisibility/ 123 | at will and has the following wizard spells prepared: 124 | 125 | Cantrips (at will): /fire bolt/, /light/, /mage hand/, 126 | /prestidigitation/, /shocking grasp/ 1st level (4 slots): /detect 127 | magic/, /identify/, /mage armor/, /magic missile/ 2nd level (3 slots): 128 | /detect thoughts/, /mirror image/, /misty step/ 3rd level (3 slots): 129 | /counterspell/, /fly/, /lightning bolt/ 4th level (3 slots): 130 | /banishment/, /fire shield/, /stoneskin/ 5th level (3 slots): /cone of 131 | cold/, /scrying/, /wall of force/ 6th level (1 slot): /globe of 132 | invulnerability/ 7th level (1 slot): /teleport/ 8th level (1 slot): 133 | *mind blank** 9th level (1 slot): /time stop/ * The archmage casts these 134 | spells on itself before combat. 135 | 136 | ****** Actions 137 | :PROPERTIES: 138 | :CUSTOM_ID: actions-1 139 | :END: 140 | 141 | */Dagger/*. /Melee or Ranged Weapon Attack:/ +6 to hit, reach 5 ft. or 142 | range 20/60 ft., one target. /Hit:/ 4 (1d4 + 2) piercing damage. 143 | 144 | *Archmages* are powerful (and usually quite old) spellcasters dedicated 145 | to the study of the arcane arts. Benevolent ones counsel kings and 146 | queens, while evil ones rule as tyrants and pursue lichdom. Those who 147 | are neither good nor evil sequester themselves in remote towers to 148 | practice their magic without interruption. 149 | 150 | An archmage typically has one or more apprentice mages, and an 151 | archmage's abode has numerous magical wards and guardians to discourage 152 | interlopers. 153 | 154 | * Assassin 155 | :PROPERTIES: 156 | :CUSTOM_ID: assassin 157 | :END: 158 | 159 | /Medium humanoid (any race), any non-good alignment/ 160 | 161 | *Armor Class* 15 (studded leather) 162 | 163 | *Hit Points* 78 (12d8 + 24) 164 | 165 | *Speed* 30 ft. 166 | 167 | | STR | DEX | CON | INT | WIS | CHA | 168 | |---------+---------+---------+---------+---------+---------| 169 | | 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | 170 | 171 | *Saving Throws* Dex +6, Int +4 172 | 173 | *Skills* Acrobatics +6, Deception +3, Perception +3, Stealth +9 174 | 175 | *Damage Resistances* poison 176 | 177 | *Senses* passive Perception 13 178 | 179 | *Languages* Thieves' cant plus any two languages 180 | 181 | *Challenge* 8 (3,900 XP) 182 | 183 | */Assassinate/*. During its first turn, the assassin has advantage on 184 | attack rolls against any creature that hasn't taken a turn. Any hit the 185 | assassin scores against a surprised creature is a critical hit. 186 | 187 | */Evasion/*. If the assassin is subjected to an effect that allows it to 188 | make a Dexterity saving throw to take only half damage, the assassin 189 | instead takes no damage if it succeeds on the saving throw, and only 190 | half damage if it fails. 191 | 192 | */Sneak Attack/*. Once per turn, the assassin deals an extra 14 (4d6) 193 | damage when it hits a target with a weapon attack and has advantage on 194 | the attack roll, or when the target is within 5 feet of an ally of the 195 | assassin that isn't incapacitated and the assassin doesn't have 196 | disadvantage on the attack roll. 197 | 198 | ****** Actions 199 | :PROPERTIES: 200 | :CUSTOM_ID: actions-2 201 | :END: 202 | 203 | */Multiattack/*. The assassin makes two shortsword attacks. 204 | 205 | */Shortsword/*. /Melee Weapon Attack:/ +6 to hit, reach 5 ft., one 206 | target. /Hit:/ 6 (1d6 + 3) piercing damage, and the target must make a 207 | DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a 208 | failed save, or half as much damage on a successful one. 209 | 210 | */Light Crossbow/*. /Ranged Weapon Attack:/ +6 to hit, range 80/320 ft., 211 | one target. /Hit:/ 7 (1d8 + 3) piercing damage, and the target must make 212 | a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a 213 | failed save, or half as much damage on a successful one. 214 | 215 | Trained in the use of poison, *assassins* are remorseless killers who 216 | work for nobles, guildmasters, sovereigns, and anyone else who can 217 | afford them. 218 | 219 | * Bandit 220 | :PROPERTIES: 221 | :CUSTOM_ID: bandit 222 | :END: 223 | 224 | /Medium humanoid (any race), any non-lawful alignment/ 225 | 226 | *Armor Class* 12 (leather armor) 227 | 228 | *Hit Points* 11 (2d8 + 2) 229 | 230 | *Speed* 30 ft. 231 | 232 | | STR | DEX | CON | INT | WIS | CHA | 233 | |---------+---------+---------+---------+---------+---------| 234 | | 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | 235 | 236 | *Senses* passive Perception 10 237 | 238 | *Languages* any one language (usually Common) 239 | 240 | *Challenge* 1/8 (25 XP) 241 | 242 | ****** Actions 243 | :PROPERTIES: 244 | :CUSTOM_ID: actions-3 245 | :END: 246 | 247 | */Scimitar/*. /Melee Weapon Attack:/ +3 to hit, reach 5 ft., one target. 248 | /Hit:/ 4 (1d6 + 1) slashing damage. 249 | 250 | */Light Crossbow/*. /Ranged Weapon Attack:/ +3 to hit, range 80/320 ft., 251 | one target. /Hit:/ 5 (1d8 + 1) piercing damage. 252 | 253 | *Bandits* rove in gangs and are sometimes led by thugs, veterans, or 254 | spellcasters. Not all bandits are evil. Oppression, drought, disease, or 255 | famine can often drive otherwise honest folk to a life of banditry. 256 | 257 | *Pirates* are bandits of the high seas. They might be freebooters 258 | interested only in treasure and murder, or they might be privateers 259 | sanctioned by the crown to attack and plunder an enemy nation's vessels. 260 | 261 | * Bandit Captain 262 | :PROPERTIES: 263 | :CUSTOM_ID: bandit-captain 264 | :END: 265 | 266 | /Medium humanoid (any race), any non-lawful alignment/ 267 | 268 | *Armor Class* 15 (studded leather) 269 | 270 | *Hit Points* 65 (10d8 + 20) 271 | 272 | *Speed* 30 ft. 273 | 274 | | STR | DEX | CON | INT | WIS | CHA | 275 | |---------+---------+---------+---------+---------+---------| 276 | | 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | 277 | 278 | *Saving Throws* Str +4, Dex +5, Wis +2 279 | 280 | *Skills* Athletics +4, Deception +4 281 | 282 | *Senses* passive Perception 10 283 | 284 | *Languages* any two languages 285 | 286 | *Challenge* 2 (450 XP) 287 | 288 | ****** Actions 289 | :PROPERTIES: 290 | :CUSTOM_ID: actions-4 291 | :END: 292 | 293 | */Multiattack/*. The captain makes three melee attacks: two with its 294 | scimitar and one with its dagger. Or the captain makes two ranged 295 | attacks with its daggers. 296 | 297 | */Scimitar/*. /Melee Weapon Attack:/ +5 to hit, reach 5 ft., one target. 298 | /Hit:/ 6 (1d6 + 3) slashing damage. 299 | 300 | */Dagger/*. /Melee or Ranged Weapon Attack:/ +5 to hit, reach 5 ft. or 301 | range 20/60 ft., one target. /Hit:/ 5 (1d4 + 2) piercing damage. 302 | 303 | ****** Reactions 304 | :PROPERTIES: 305 | :CUSTOM_ID: reactions 306 | :END: 307 | 308 | */Parry/*. The captain adds 2 to its AC against one melee attack that 309 | would hit it. To do so, the captain must see the attacker and be 310 | wielding a melee weapon. 311 | 312 | It takes a strong personality, ruthless cunning, and a silver tongue to 313 | keep a gang of bandits in line. The *bandit captain* has these qualities 314 | in spades. 315 | 316 | In addition to managing a crew of selfish malcontents, the *pirate 317 | captain* is a variation of the bandit captain, with a ship to protect 318 | and command. To keep the crew in line, the captain must mete out rewards 319 | and punishment on a regular basis. 320 | 321 | More than treasure, a bandit captain or pirate captain craves infamy. A 322 | prisoner who appeals to the captain's vanity or ego is more likely to be 323 | treated fairly than a prisoner who does not or claims not to know 324 | anything of the captain's colorful reputation. 325 | 326 | * Berserker 327 | :PROPERTIES: 328 | :CUSTOM_ID: berserker 329 | :END: 330 | 331 | /Medium humanoid (any race), any chaotic alignment/ 332 | 333 | *Armor Class* 13 (hide armor) 334 | 335 | *Hit Points* 67 (9d8 + 27) 336 | 337 | *Speed* 30 ft. 338 | 339 | | STR | DEX | CON | INT | WIS | CHA | 340 | |---------+---------+---------+--------+---------+--------| 341 | | 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) | 342 | 343 | *Senses* passive Perception 10 344 | 345 | *Languages* any one language (usually Common) 346 | 347 | *Challenge* 2 (450 XP) 348 | 349 | */Reckless/*. At the start of its turn, the berserker can gain advantage 350 | on all melee weapon attack rolls during that turn, but attack rolls 351 | against it have advantage until the start of its next turn. 352 | 353 | ****** Actions 354 | :PROPERTIES: 355 | :CUSTOM_ID: actions-5 356 | :END: 357 | 358 | */Greataxe/*. /Melee Weapon Attack:/ +5 to hit, reach 5 ft., one target. 359 | /Hit:/ 9 (1d12 + 3) slashing damage. 360 | 361 | Hailing from uncivilized lands, unpredictable *berserkers* come together 362 | in war parties and seek conflict wherever they can find it. 363 | 364 | * Commoner 365 | :PROPERTIES: 366 | :CUSTOM_ID: commoner 367 | :END: 368 | 369 | /Medium humanoid (any race), any alignment/ 370 | 371 | *Armor Class* 10 372 | 373 | *Hit Points* 4 (1d8) 374 | 375 | *Speed* 30 ft. 376 | 377 | | STR | DEX | CON | INT | WIS | CHA | 378 | |---------+---------+---------+---------+---------+---------| 379 | | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 380 | 381 | *Senses* passive Perception 10 382 | 383 | *Languages* any one language (usually Common) 384 | 385 | *Challenge* 0 (10 XP) 386 | 387 | ****** Actions 388 | :PROPERTIES: 389 | :CUSTOM_ID: actions-6 390 | :END: 391 | 392 | */Club/*. /Melee Weapon Attack:/ +2 to hit, reach 5 ft., one target. 393 | /Hit:/ 2 (1d4) bludgeoning damage. 394 | 395 | *Commoners* include peasants, serfs, slaves, servants, pilgrims, 396 | merchants, artisans, and hermits. 397 | 398 | * Cultist 399 | :PROPERTIES: 400 | :CUSTOM_ID: cultist 401 | :END: 402 | 403 | /Medium humanoid (any race), any non-good alignment/ 404 | 405 | *Armor Class* 12 (leather armor) 406 | 407 | *Hit Points* 9 (2d8) 408 | 409 | *Speed* 30 ft. 410 | 411 | | STR | DEX | CON | INT | WIS | CHA | 412 | |---------+---------+---------+---------+---------+---------| 413 | | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 414 | 415 | *Skills* Deception +2, Religion +2 416 | 417 | *Senses* passive Perception 10 418 | 419 | *Languages* any one language (usually Common) 420 | 421 | *Challenge* 1/8 (25 XP) 422 | 423 | */Dark Devotion/*. The cultist has advantage on saving throws against 424 | being charmed or frightened. 425 | 426 | ****** Actions 427 | :PROPERTIES: 428 | :CUSTOM_ID: actions-7 429 | :END: 430 | 431 | */Scimitar/*. /Melee Weapon Attack:/ +3 to hit, reach 5 ft., one 432 | creature. /Hit:/ 4 (1d6 + 1) slashing damage. 433 | 434 | *Cultists* swear allegiance to dark powers such as elemental princes, 435 | demon lords, or archdevils. Most conceal their loyalties to avoid being 436 | ostracized, imprisoned, or executed for their beliefs. Unlike evil 437 | acolytes, cultists often show signs of insanity in their beliefs and 438 | practices. 439 | 440 | * Cult Fanatic 441 | :PROPERTIES: 442 | :CUSTOM_ID: cult-fanatic 443 | :END: 444 | 445 | /Medium humanoid (any race), any non-good alignment/ 446 | 447 | *Armor Class* 13 (leather armor) 448 | 449 | *Hit Points* 33 (6d8 + 6) 450 | 451 | *Speed* 30 ft. 452 | 453 | | STR | DEX | CON | INT | WIS | CHA | 454 | |---------+---------+---------+---------+---------+---------| 455 | | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | 456 | 457 | *Skills* Deception +4, Persuasion +4, Religion +2 458 | 459 | *Senses* passive Perception 11 460 | 461 | *Languages* any one language (usually Common) 462 | 463 | *Challenge* 2 (450 XP) 464 | 465 | */Dark Devotion/*. The fanatic has advantage on saving throws against 466 | being charmed or frightened. 467 | 468 | */Spellcasting/*. The fanatic is a 4th-level spellcaster. Its 469 | spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell 470 | attacks). The fanatic has the following cleric spells prepared: 471 | 472 | Cantrips (at will): /light/, /sacred flame/, /thaumaturgy/ 1st level (4 473 | slots): /command/, /inflict wounds/, /shield of faith/ 2nd level (3 474 | slots): /hold person/, /spiritual weapon/ 475 | 476 | ****** Actions 477 | :PROPERTIES: 478 | :CUSTOM_ID: actions-8 479 | :END: 480 | 481 | */Multiattack/*. The fanatic makes two melee attacks. 482 | 483 | */Dagger/*. /Melee or Ranged Weapon Attack:/ +4 to hit, reach 5 ft. or 484 | range 20/60 ft., one creature. /Hit:/ 4 (1d4 + 2) piercing damage. 485 | 486 | *Fanatics* are often part of a cult's leadership, using their charisma 487 | and dogma to influence and prey on those of weak will. Most are 488 | interested in personal power above all else. 489 | 490 | * Druid 491 | :PROPERTIES: 492 | :CUSTOM_ID: druid 493 | :END: 494 | 495 | /Medium humanoid (any race), any alignment/ 496 | 497 | *Armor Class* 11 (16 with /barkskin/) 498 | 499 | *Hit Points* 27 (5d8 + 5) 500 | 501 | *Speed* 30 ft. 502 | 503 | | STR | DEX | CON | INT | WIS | CHA | 504 | |---------+---------+---------+---------+---------+---------| 505 | | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | 506 | 507 | *Skills* Medicine +4, Nature +3, Perception +4 508 | 509 | *Senses* passive Perception 14 510 | 511 | *Languages* Druidic plus any two languages 512 | 513 | *Challenge* 2 (450 XP) 514 | 515 | */Spellcasting/*. The druid is a 4th-level spellcaster. Its spellcasting 516 | ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 517 | has the following druid spells prepared: 518 | 519 | Cantrips (at will): /druidcraft/, /produce flame/, /shillelagh/ 1st 520 | level (4 slots): /entangle/, /longstrider/, /speak with animals/, 521 | /thunderwave/ 2nd level (3 slots): /animal messenger/, /barkskin/ 522 | 523 | ****** Actions 524 | :PROPERTIES: 525 | :CUSTOM_ID: actions-9 526 | :END: 527 | 528 | */Quarterstaff/*. /Melee Weapon Attack:/ +2 to hit (+4 to hit with 529 | /shillelagh/), reach 5 ft., one target. /Hit:/ 3 (1d6) bludgeoning 530 | damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 531 | + 2) bludgeoning damage with /shillelagh/. 532 | 533 | *Druids* dwell in forests and other secluded wilderness locations, where 534 | they protect the natural world from monsters and the encroachment of 535 | civilization. Some are *tribal shamans* who heal the sick, pray to 536 | animal spirits, and provide spiritual guidance. 537 | 538 | * Gladiator 539 | :PROPERTIES: 540 | :CUSTOM_ID: gladiator 541 | :END: 542 | 543 | /Medium humanoid (any race), any alignment/ 544 | 545 | *Armor Class* 16 (studded leather, shield) 546 | 547 | *Hit Points* 112 (15d8 + 45) 548 | 549 | *Speed* 30 ft. 550 | 551 | | STR | DEX | CON | INT | WIS | CHA | 552 | |---------+---------+---------+---------+---------+---------| 553 | | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | 554 | 555 | *Saving Throws* Str +7, Dex +5, Con +6 556 | 557 | *Skills* Athletics +10, Intimidation +5 558 | 559 | *Senses* passive Perception 11 560 | 561 | *Languages* any one language (usually Common) 562 | 563 | *Challenge* 5 (1,800 XP) 564 | 565 | */Brave/*. The gladiator has advantage on saving throws against being 566 | frightened. 567 | 568 | */Brute/*. A melee weapon deals one extra die of its damage when the 569 | gladiator hits with it (included in the attack). 570 | 571 | ****** Actions 572 | :PROPERTIES: 573 | :CUSTOM_ID: actions-10 574 | :END: 575 | 576 | */Multiattack/*. The gladiator makes three melee attacks or two ranged 577 | attacks. 578 | 579 | */Spear/*. /Melee or Ranged Weapon Attack:/ +7 to hit, reach 5 ft. and 580 | range 20/60 ft., one target. /Hit:/ 11 (2d6 + 4) piercing damage, or 13 581 | (2d8 + 4) piercing damage if used with two hands to make a melee attack. 582 | 583 | */Shield Bash/*. /Melee Weapon Attack:/ +7 to hit, reach 5 ft., one 584 | creature. /Hit:/ 9 (2d4 + 4) bludgeoning damage. If the target is a 585 | Medium or smaller creature, it must succeed on a DC 15 Strength saving 586 | throw or be knocked prone. 587 | 588 | ****** Reactions 589 | :PROPERTIES: 590 | :CUSTOM_ID: reactions-1 591 | :END: 592 | 593 | */Parry/*. The gladiator adds 3 to its AC against one melee attack that 594 | would hit it. To do so, the gladiator must see the attacker and be 595 | wielding a melee weapon. 596 | 597 | *Gladiators* battle for the entertainment of raucous crowds. Some 598 | gladiators are brutal pit fighters who treat each match as a 599 | life-or-death struggle, while others are professional duelists who 600 | command huge fees but rarely fight to the death. 601 | 602 | * Guard 603 | :PROPERTIES: 604 | :CUSTOM_ID: guard 605 | :END: 606 | 607 | /Medium humanoid (any race), any alignment/ 608 | 609 | *Armor Class* 16 (chain shirt, shield) 610 | 611 | *Hit Points* 11 (2d8 + 2) 612 | 613 | *Speed* 30 ft. 614 | 615 | | STR | DEX | CON | INT | WIS | CHA | 616 | |---------+---------+---------+---------+---------+---------| 617 | | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | 618 | 619 | *Skills* Perception +2 620 | 621 | *Senses* passive Perception 12 622 | 623 | *Languages* any one language (usually Common) 624 | 625 | *Challenge* 1/8 (25 XP) 626 | 627 | ****** Actions 628 | :PROPERTIES: 629 | :CUSTOM_ID: actions-11 630 | :END: 631 | 632 | */Spear/*. /Melee or Ranged Weapon Attack:/ +3 to hit, reach 5 ft. or 633 | range 20/60 ft., one target. /Hit:/ 4 (1d6 + 1) piercing damage, or 5 634 | (1d8 + 1) piercing damage if used with two hands to make a melee attack. 635 | 636 | *Guards* include members of a city watch, sentries in a citadel or 637 | fortified town, and the bodyguards of merchants and nobles. 638 | 639 | * Knight 640 | :PROPERTIES: 641 | :CUSTOM_ID: knight 642 | :END: 643 | 644 | /Medium humanoid (any race), any alignment/ 645 | 646 | *Armor Class* 18 (plate) 647 | 648 | *Hit Points* 52 (8d8 + 16) 649 | 650 | *Speed* 30 ft. 651 | 652 | | STR | DEX | CON | INT | WIS | CHA | 653 | |---------+---------+---------+---------+---------+---------| 654 | | 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | 655 | 656 | *Saving Throws* Con +4, Wis +2 657 | 658 | *Senses* passive Perception 10 659 | 660 | *Languages* any one language (usually Common) 661 | 662 | *Challenge* 3 (700 XP) 663 | 664 | */Brave/*. The knight has advantage on saving throws against being 665 | frightened. 666 | 667 | ****** Actions 668 | :PROPERTIES: 669 | :CUSTOM_ID: actions-12 670 | :END: 671 | 672 | */Multiattack/*. The knight makes two melee attacks. 673 | 674 | */Greatsword/*. /Melee Weapon Attack:/ +5 to hit, reach 5 ft., one 675 | target. /Hit:/ 10 (2d6 + 3) slashing damage. 676 | 677 | */Heavy Crossbow/*. /Ranged Weapon Attack:/ +2 to hit, range 100/400 678 | ft., one target. /Hit:/ 5 (1d10) piercing damage. 679 | 680 | */Leadership (Recharges after a Short or Long Rest)/*. For 1 minute, the 681 | knight can utter a special command or warning whenever a nonhostile 682 | creature that it can see within 30 feet of it makes an attack roll or a 683 | saving throw. The creature can add a d4 to its roll provided it can hear 684 | and understand the knight. A creature can benefit from only one 685 | Leadership die at a time. This effect ends if the knight is 686 | incapacitated. 687 | 688 | ****** Reactions 689 | :PROPERTIES: 690 | :CUSTOM_ID: reactions-2 691 | :END: 692 | 693 | */Parry/*. The knight adds 2 to its AC against one melee attack that 694 | would hit it. To do so, the knight must see the attacker and be wielding 695 | a melee weapon. 696 | 697 | *Knights* are warriors who pledge service to rulers, religious orders, 698 | and noble causes. A knight's alignment determines the extent to which a 699 | pledge is honored. Whether undertaking a quest or patrolling a realm, a 700 | knight often travels with an entourage that includes squires and 701 | hirelings who are commoners. 702 | 703 | * Mage 704 | :PROPERTIES: 705 | :CUSTOM_ID: mage 706 | :END: 707 | 708 | /Medium humanoid (any race), any alignment/ 709 | 710 | *Armor Class* 12 (15 with /mage armor/) 711 | 712 | *Hit Points* 40 (9d8) 713 | 714 | *Speed* 30 ft. 715 | 716 | | STR | DEX | CON | INT | WIS | CHA | 717 | |--------+---------+---------+---------+---------+---------| 718 | | 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 719 | 720 | *Saving Throws* Int +6, Wis +4 721 | 722 | *Skills* Arcana +6, History +6 723 | 724 | *Senses* passive Perception 11 725 | 726 | *Languages* any four languages 727 | 728 | *Challenge* 6 (2,300 XP) 729 | 730 | */Spellcasting/*. The mage is a 9th-level spellcaster. Its spellcasting 731 | ability is Intelligence (spell save DC 14, +6 to hit with spell 732 | attacks). The mage has the following wizard spells prepared: 733 | 734 | Cantrips (at will): /fire bolt/, /light/, /mage hand/, 735 | /prestidigitation/ 1st level (4 slots): /detect magic/, /mage armor/, 736 | /magic missile/, /shield/ 2nd level (3 slots): /misty step/, 737 | /suggestion/ 3rd level (3 slots): /counterspell/, /fireball/, /fly/ 4th 738 | level (3 slots): /greater invisibility/, /ice storm/ 5th level (1 slot): 739 | /cone of cold/ 740 | 741 | ****** Actions 742 | :PROPERTIES: 743 | :CUSTOM_ID: actions-13 744 | :END: 745 | 746 | */Dagger/*. /Melee or Ranged Weapon Attack:/ +5 to hit, reach 5 ft. or 747 | range 20/60 ft., one target. /Hit:/ 4 (1d4 + 1) piercing damage. 748 | 749 | *Mages* spend their lives in the study and practice of magic. 750 | Good-aligned mages offer counsel to nobles and others in power, while 751 | evil mages dwell in isolated sites to perform unspeakable experiments 752 | without interference. 753 | 754 | * Noble 755 | :PROPERTIES: 756 | :CUSTOM_ID: noble 757 | :END: 758 | 759 | /Medium humanoid (any race), any alignment/ 760 | 761 | *Armor Class* 15 (breastplate) 762 | 763 | *Hit Points* 9 (2d8) 764 | 765 | *Speed* 30 ft. 766 | 767 | | STR | DEX | CON | INT | WIS | CHA | 768 | |---------+---------+---------+---------+---------+---------| 769 | | 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | 770 | 771 | *Skills* Deception +5, Insight +4, Persuasion +5 772 | 773 | *Senses* passive Perception 12 774 | 775 | *Languages* any two languages 776 | 777 | *Challenge* 1/8 (25 XP) 778 | 779 | ****** Actions 780 | :PROPERTIES: 781 | :CUSTOM_ID: actions-14 782 | :END: 783 | 784 | */Rapier/*. /Melee Weapon Attack:/ +3 to hit, reach 5 ft., one target. 785 | /Hit:/ 5 (1d8 + 1) piercing damage. 786 | 787 | ****** Reactions 788 | :PROPERTIES: 789 | :CUSTOM_ID: reactions-3 790 | :END: 791 | 792 | */Parry/*. The noble adds 2 to its AC against one melee attack that 793 | would hit it. To do so, the noble must see the attacker and be wielding 794 | a melee weapon. 795 | 796 | *Nobles* wield great authority and influence as members of the upper 797 | class, possessing wealth and connections that can make them as powerful 798 | as monarchs and generals. A noble often travels in the company of 799 | guards, as well as servants who are commoners. 800 | 801 | The noble's statistics can also be used to represent *courtiers* who 802 | aren't of noble birth. 803 | 804 | * Priest 805 | :PROPERTIES: 806 | :CUSTOM_ID: priest 807 | :END: 808 | 809 | /Medium humanoid (any race), any alignment/ 810 | 811 | *Armor Class* 13 (chain shirt) 812 | 813 | *Hit Points* 27 (5d8 + 5) 814 | 815 | *Speed* 30 ft. 816 | 817 | | STR | DEX | CON | INT | WIS | CHA | 818 | |---------+---------+---------+---------+---------+---------| 819 | | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | 820 | 821 | *Skills* Medicine +7, Persuasion +3, Religion +5 822 | 823 | *Senses* passive Perception 13 824 | 825 | *Languages* any two languages 826 | 827 | *Challenge* 2 (450 XP) 828 | 829 | */Divine Eminence/*. As a bonus action, the priest can expend a spell 830 | slot to cause its melee weapon attacks to magically deal an extra 10 831 | (3d6) radiant damage to a target on a hit. This benefit lasts until the 832 | end of the turn. If the priest expends a spell slot of 2nd level or 833 | higher, the extra damage increases by 1d6 for each level above 1st. 834 | 835 | */Spellcasting/*. The priest is a 5th-level spellcaster. Its 836 | spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell 837 | attacks). The priest has the following cleric spells prepared: 838 | 839 | Cantrips (at will): /light/, /sacred flame/, /thaumaturgy/ 1st level (4 840 | slots): /cure wounds/, /guiding bolt/, /sanctuary/ 2nd level (3 slots): 841 | /lesser restoration/, /spiritual weapon/ 3rd level (2 slots): /dispel 842 | magic/, /spirit guardians/ 843 | 844 | ****** Actions 845 | :PROPERTIES: 846 | :CUSTOM_ID: actions-15 847 | :END: 848 | 849 | */Mace/*. /Melee Weapon Attack:/ +2 to hit, reach 5 ft., one target. 850 | /Hit:/ 3 (1d6) bludgeoning damage. 851 | 852 | *Priests* bring the teachings of their gods to the common folk. They are 853 | the spiritual leaders of temples and shrines and often hold positions of 854 | influence in their communities. Evil priests might work openly under a 855 | tyrant, or they might be the leaders of religious sects hidden in the 856 | shadows of good society, overseeing depraved rites. 857 | 858 | A priest typically has one or more acolytes to help with religious 859 | ceremonies and other sacred duties. 860 | 861 | * Scout 862 | :PROPERTIES: 863 | :CUSTOM_ID: scout 864 | :END: 865 | 866 | /Medium humanoid (any race), any alignment/ 867 | 868 | *Armor Class* 13 (leather armor) 869 | 870 | *Hit Points* 16 (3d8 + 3) 871 | 872 | *Speed* 30 ft. 873 | 874 | | STR | DEX | CON | INT | WIS | CHA | 875 | |---------+---------+---------+---------+---------+---------| 876 | | 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | 877 | 878 | *Skills* Nature +4, Perception +5, Stealth +6, Survival +5 879 | 880 | *Senses* passive Perception 15 881 | 882 | *Languages* any one language (usually Common) 883 | 884 | *Challenge* 1/2 (100 XP) 885 | 886 | */Keen Hearing and Sight/*. The scout has advantage on Wisdom 887 | (Perception) checks that rely on hearing or sight. 888 | 889 | ****** Actions 890 | :PROPERTIES: 891 | :CUSTOM_ID: actions-16 892 | :END: 893 | 894 | */Multiattack/*. The scout makes two melee attacks or two ranged 895 | attacks. 896 | 897 | */Shortsword/*. /Melee Weapon Attack:/ +4 to hit, reach 5 ft., one 898 | target. /Hit:/ 5 (1d6 + 2) piercing damage. 899 | 900 | */Longbow/*. /Ranged Weapon Attack:/ +4 to hit, ranged 150/600 ft., one 901 | target. /Hit:/ 6 (1d8 + 2) piercing damage. 902 | 903 | *Scouts* are skilled hunters and trackers who offer their services for a 904 | fee. Most hunt wild game, but a few work as bounty hunters, serve as 905 | guides, or provide military reconnaissance. 906 | 907 | * Spy 908 | :PROPERTIES: 909 | :CUSTOM_ID: spy 910 | :END: 911 | 912 | /Medium humanoid (any race), any alignment/ 913 | 914 | *Armor Class* 12 915 | 916 | *Hit Points* 27 (6d8) 917 | 918 | *Speed* 30 ft. 919 | 920 | | STR | DEX | CON | INT | WIS | CHA | 921 | |---------+---------+---------+---------+---------+---------| 922 | | 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | 923 | 924 | *Skills* Deception +5, Insight +4, Investigation +5, Perception +6, 925 | Persuasion +5, Sleight of Hand +4, Stealth +4 926 | 927 | *Senses* passive Perception 16 928 | 929 | *Languages* any two languages 930 | 931 | *Challenge* 1 (200 XP) 932 | 933 | */Cunning Action/*. On each of its turns, the spy can use a bonus action 934 | to take the Dash, Disengage, or Hide action. 935 | 936 | */Sneak Attack (1/Turn)/*. The spy deals an extra 7 (2d6) damage when it 937 | hits a target with a weapon attack and has advantage on the attack roll, 938 | or when the target is within 5 feet of an ally of the spy that isn't 939 | incapacitated and the spy doesn't have disadvantage on the attack roll. 940 | 941 | ****** Actions 942 | :PROPERTIES: 943 | :CUSTOM_ID: actions-17 944 | :END: 945 | 946 | */Multiattack/*. The spy makes two melee attacks. 947 | 948 | */Shortsword/*. /Melee Weapon Attack:/ +4 to hit, reach 5 ft., one 949 | target. /Hit:/ 5 (1d6 + 2) piercing damage. 950 | 951 | */Hand Crossbow/*. /Ranged Weapon Attack:/ +4 to hit, range 30/120 ft., 952 | one target. /Hit:/ 5 (1d6 + 2) piercing damage. 953 | 954 | Rulers, nobles, merchants, guildmasters, and other wealthy individuals 955 | use *spies* to gain the upper hand in a world of cutthroat politics. A 956 | spy is trained to secretly gather information. Loyal spies would rather 957 | die than divulge information that could compromise them or their 958 | employers. 959 | 960 | * Thug 961 | :PROPERTIES: 962 | :CUSTOM_ID: thug 963 | :END: 964 | 965 | /Medium humanoid (any race), any non-good alignment/ 966 | 967 | *Armor Class* 11 (leather armor) 968 | 969 | *Hit Points* 32 (5d8 + 10) 970 | 971 | *Speed* 30 ft. 972 | 973 | | STR | DEX | CON | INT | WIS | CHA | 974 | |---------+---------+---------+---------+---------+---------| 975 | | 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | 976 | 977 | *Skills* Intimidation +2 978 | 979 | *Senses* passive Perception 10 980 | 981 | *Languages* any one language (usually Common) 982 | 983 | *Challenge* 1/2 (100 XP) 984 | 985 | */Pack Tactics/*. The thug has advantage on an attack roll against a 986 | creature if at least one of the thug's allies is within 5 feet of the 987 | creature and the ally isn't incapacitated. 988 | 989 | ****** Actions 990 | :PROPERTIES: 991 | :CUSTOM_ID: actions-18 992 | :END: 993 | 994 | */Multiattack/*. The thug makes two melee attacks. 995 | 996 | */Mace/*. /Melee Weapon Attack:/ +4 to hit, reach 5 ft., one creature. 997 | /Hit:/ 5 (1d6 + 2) bludgeoning damage. 998 | 999 | */Heavy Crossbow/*. /Ranged Weapon Attack:/ +2 to hit, range 100/400 1000 | ft., one target. /Hit:/ 5 (1d10) piercing damage. 1001 | 1002 | *Thugs* are ruthless enforcers skilled at intimidation and violence. 1003 | They work for money and have few scruples. 1004 | 1005 | * Tribal Warrior 1006 | :PROPERTIES: 1007 | :CUSTOM_ID: tribal-warrior 1008 | :END: 1009 | 1010 | /Medium humanoid (any race), any alignment/ 1011 | 1012 | *Armor Class* 12 (hide armor) 1013 | 1014 | *Hit Points* 11 (2d8 + 2) 1015 | 1016 | *Speed* 30 ft. 1017 | 1018 | | STR | DEX | CON | INT | WIS | CHA | 1019 | |---------+---------+---------+--------+---------+--------| 1020 | | 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) | 1021 | 1022 | *Senses* passive Perception 10 1023 | 1024 | *Languages* any one language 1025 | 1026 | *Challenge* 1/8 (25 XP) 1027 | 1028 | */Pack Tactics/*. The warrior has advantage on an attack roll against a 1029 | creature if at least one of the warrior's allies is within 5 feet of the 1030 | creature and the ally isn't incapacitated. 1031 | 1032 | ****** Actions 1033 | :PROPERTIES: 1034 | :CUSTOM_ID: actions-19 1035 | :END: 1036 | 1037 | */Spear/*. /Melee or Ranged Weapon Attack:/ +3 to hit, reach 5 ft. or 1038 | range 20/60 ft., one target. /Hit:/ 4 (1d6 + 1) piercing damage, or 5 1039 | (1d8 + 1) piercing damage if used with two hands to make a melee attack. 1040 | 1041 | *Tribal warriors* live beyond civilization, most often subsisting on 1042 | fishing and hunting. Each tribe acts in accordance with the wishes of 1043 | its chief, who is the greatest or oldest warrior of the tribe or a tribe 1044 | member blessed by the gods. 1045 | 1046 | * Veteran 1047 | :PROPERTIES: 1048 | :CUSTOM_ID: veteran 1049 | :END: 1050 | 1051 | /Medium humanoid (any race), any alignment/ 1052 | 1053 | *Armor Class* 17 (splint) 1054 | 1055 | *Hit Points* 58 (9d8 + 18) 1056 | 1057 | *Speed* 30 ft. 1058 | 1059 | | STR | DEX | CON | INT | WIS | CHA | 1060 | |---------+---------+---------+---------+---------+---------| 1061 | | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | 1062 | 1063 | *Skills* Athletics +5, Perception +2 1064 | 1065 | *Senses* passive Perception 12 1066 | 1067 | *Languages* any one language (usually Common) 1068 | 1069 | *Challenge* 3 (700 XP) 1070 | 1071 | ****** Actions 1072 | :PROPERTIES: 1073 | :CUSTOM_ID: actions-20 1074 | :END: 1075 | 1076 | */Multiattack/*. The veteran makes two longsword attacks. If it has a 1077 | shortsword drawn, it can also make a shortsword attack. 1078 | 1079 | */Longsword/*. /Melee Weapon Attack:/ +5 to hit, reach 5 ft., one 1080 | target. /Hit:/ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 1081 | damage if used with two hands. 1082 | 1083 | */Shortsword/*. /Melee Weapon Attack:/ +5 to hit, reach 5 ft., one 1084 | target. /Hit:/ 6 (1d6 + 3) piercing damage. 1085 | 1086 | */Heavy Crossbow/*. /Ranged Weapon Attack:/ +3 to hit, range 100/400 1087 | ft., one target. /Hit:/ 6 (1d10 + 1) piercing damage. 1088 | 1089 | *Veterans* are professional fighters that take up arms for pay or to 1090 | protect something they believe in or value. Their ranks include soldiers 1091 | retired from long service and warriors who never served anyone but 1092 | themselves. 1093 | -------------------------------------------------------------------------------- /08.combat.org: -------------------------------------------------------------------------------- 1 | #+STARTUP: content showstars indent 2 | #+FILETAGS: combat 3 | 4 | * Description 5 | A typical combat encounter is a clash between two sides, a flurry of 6 | weapon swings, feints, parries, footwork, and spellcasting. The game 7 | organizes the chaos of combat into a cycle of rounds and turns. A 8 | *round* represents about 6 seconds in the game world. During a round, 9 | each participant in a battle takes a *turn*. The order of turns is 10 | determined at the beginning of a combat encounter, when everyone rolls 11 | initiative. Once everyone has taken a turn, the fight continues to the 12 | next round if neither side has defeated the other. 13 | 14 | #+BEGIN_QUOTE 15 | * Combat Step by Step 16 | 17 | 1. *Determine surprise.* The GM determines whether anyone involved in 18 | the combat encounter is surprised. 19 | 20 | 2. *Establish positions.* The GM decides where all the characters and 21 | monsters are located. Given the adventurers' marching order or 22 | their stated positions in the room or other location, the GM 23 | figures out where the adversaries are̶how far away and in what 24 | direction. 25 | 26 | 3. *Roll initiative.* Everyone involved in the combat encounter rolls 27 | initiative, determining the order of combatants' turns. 28 | 29 | 4. *Take turns.* Each participant in the battle takes a turn in 30 | initiative order. 31 | 32 | 5. *Begin the next round.* When everyone involved in the combat has 33 | had a turn, the round ends. Repeat step 4 until the fighting stops. 34 | #+END_QUOTE 35 | 36 | ** Surprise :surprise: 37 | A band of adventurers sneaks up on a bandit camp, springing from the 38 | trees to attack them. A gelatinous cube glides down a dungeon passage, 39 | unnoticed by the adventurers until the cube engulfs one of them. In 40 | these situations, one side of the battle gains surprise over the other. 41 | 42 | The GM determines who might be surprised. If neither side tries to be 43 | stealthy, they automatically notice each other. Otherwise, the GM 44 | compares the Dexterity (Stealth) checks of anyone hiding with the 45 | passive Wisdom (Perception) score of each creature on the opposing side. 46 | Any character or monster that doesn't notice a threat is surprised at 47 | the start of the encounter. 48 | 49 | If you're surprised, you can't move or take an action on your first turn 50 | of the combat, and you can't take a reaction until that turn ends. A 51 | member of a group can be surprised even if the other members aren't. 52 | 53 | ** Initiative :initiative: 54 | Initiative determines the order of turns during combat. When combat 55 | starts, every participant makes a Dexterity check to determine their 56 | place in the initiative order. The GM makes one roll for an entire group 57 | of identical creatures, so each member of the group acts at the same 58 | time. 59 | 60 | The GM ranks the combatants in order from the one with the highest 61 | Dexterity check total to the one with the lowest. This is the order 62 | (called the initiative order) in which they act during each round. The 63 | initiative order remains the same from round to round. 64 | 65 | If a tie occurs, the GM decides the order among tied GM-controlled 66 | creatures, and the players decide the order among their tied characters. 67 | The GM can decide the order if the tie is between a monster and a player 68 | character. Optionally, the GM can have the tied characters and monsters 69 | each roll a d20 to determine the order, highest roll going first. 70 | 71 | ** Your Turn :turn: 72 | On your turn, you can *move* a distance up to your speed and *take one 73 | action*. You decide whether to move first or take your action first. 74 | Your speed- sometimes called your walking speed-is noted on your 75 | character sheet. 76 | 77 | The most common actions you can take are described in the "Actions in 78 | Combat" section later in this chapter. Many class features and other 79 | abilities provide additional options for your action. 80 | 81 | The "Movement and Position" section later in this chapter gives the 82 | rules for your move. 83 | 84 | You can forgo moving, taking an action, or doing anything at all on your 85 | turn. If you can't decide what to do on your turn, consider taking the 86 | Dodge or Ready action, as described in "Actions in Combat." 87 | 88 | ** Bonus Actions :bonus_action: 89 | Various class features, spells, and other abilities let you take an 90 | additional action on your turn called a bonus action. The Cunning Action 91 | feature, for example, allows a rogue to take a bonus action. You can 92 | take a bonus action only when a special ability, spell, or other feature 93 | of the game states that you can do something as a bonus action. You 94 | otherwise don't have a bonus action to take. 95 | 96 | You can take only one bonus action on your turn, so you must choose 97 | which bonus action to use when you have more than one available. 98 | 99 | You choose when to take a bonus action during your turn, unless the 100 | bonus action's timing is specified, and anything that deprives you of 101 | your ability to take actions also prevents you from taking a bonus 102 | action. 103 | 104 | ** Other Activity on Your Turn :other: 105 | Your turn can include a variety of flourishes that require neither your 106 | action nor your move. 107 | 108 | You can communicate however you are able, through brief utterances and 109 | gestures, as you take your turn. 110 | 111 | You can also interact with one object or feature of the environment for 112 | free, during either your move or your action. For example, you could 113 | open a door during your move as you stride toward a foe, or you could 114 | draw your weapon as part of the same action you use to attack. 115 | 116 | If you want to interact with a second object, you need to use your 117 | action. Some magic items and other special objects always require an 118 | action to use, as stated in their descriptions. 119 | 120 | The GM might require you to use an action for any of these activities 121 | when it needs special care or when it presents an unusual obstacle. For 122 | instance, the GM could reasonably expect you to use an action to open a 123 | stuck door or turn a crank to lower a drawbridge. 124 | 125 | * Reactions :reaction: 126 | Certain special abilities, spells, and situations allow you to take a 127 | special action called a reaction. A reaction is an instant response to a 128 | trigger of some kind, which can occur on your turn or on someone else's. 129 | The opportunity attack, described later in this chapter, is the most 130 | common type of reaction. 131 | 132 | When you take a reaction, you can't take another one until the start of 133 | your next turn. If the reaction interrupts another creature's turn, that 134 | creature can continue its turn right after the reaction. 135 | 136 | * Movement and Position :movement:position: 137 | In combat, characters and monsters are in constant motion, often using 138 | movement and position to gain the upper hand. 139 | 140 | On your turn, you can move a distance up to your speed. You can use as 141 | much or as little of your speed as you like on your turn, following the 142 | rules here. 143 | 144 | Your movement can include jumping, climbing, and swimming. These 145 | different modes of movement can be combined with walking, or they can 146 | constitute your entire move. However you're moving, you deduct the 147 | distance of each part of your move from your speed until it is used up 148 | or until you are done moving. 149 | 150 | ** Breaking Up Your Move :split: 151 | You can break up your movement on your turn, using some of your speed 152 | before and after your action. For example, if you have a speed of 30 153 | feet, you can move 10 feet, take your action, and then move 20 feet. 154 | 155 | *** Moving between Attacks 156 | If you take an action that includes more than one weapon attack, you can 157 | break up your movement even further by moving between those attacks. For 158 | example, a fighter who can make two attacks with the Extra Attack 159 | feature and who has a speed of 25 feet could move 10 feet, make an 160 | attack, move 15 feet, and then attack again. 161 | 162 | *** Using Different Speeds 163 | If you have more than one speed, such as your walking speed and a flying 164 | speed, you can switch back and forth between your speeds during your 165 | move. Whenever you switch, subtract the distance you've already moved 166 | from the new speed. The result determines how much farther you can move. 167 | If the result is 0 or less, you can't use the new speed during the 168 | current move. 169 | 170 | For example, if you have a speed of 30 and a flying speed of 60 because 171 | a wizard cast the [[file:10.spells.org::*Fly][Fly]] spell on you, you could fly 20 feet, then walk 172 | 10 feet, and then leap into the air to fly 30 feet more. 173 | 174 | ** Difficult Terrain :difficult_terrain: 175 | Combat rarely takes place in bare rooms or on featureless plains. 176 | Boulder-strewn caverns, briar-choked forests, treacherous staircases-the 177 | setting of a typical fight contains difficult terrain. 178 | 179 | Every foot of movement in difficult terrain costs 1 extra foot. This 180 | rule is true even if multiple things in a space count as difficult 181 | terrain. 182 | 183 | Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs 184 | are examples of difficult terrain. The space of another creature, 185 | whether hostile or not, also counts as difficult terrain. 186 | 187 | ** Being Prone :prone: 188 | Combatants often find themselves lying on the ground, either because 189 | they are knocked down or because they throw themselves down. In the 190 | game, they are prone, a condition described in appendix A. 191 | 192 | You can *drop prone* without using any of your speed. *Standing up* 193 | takes more effort; doing so costs an amount of movement equal to half 194 | your speed. For example, if your speed is 30 feet, you must spend 195 | 196 | 15 feet of movement to stand up. You can't stand up if you don't have 197 | enough movement left or if your speed is 0. 198 | 199 | To move while prone, you must *crawl* or use magic such as 200 | teleportation. Every foot of movement while crawling costs 1 extra foot. 201 | Crawling 1 foot in difficult terrain, therefore, costs 3 feet of 202 | movement. 203 | 204 | #+BEGIN_QUOTE 205 | *Interacting with Objects Around You* 206 | 207 | Here are a few examples of the sorts of thing you can do in tandem 208 | with your movement and action: 209 | 210 | - draw or sheathe a sword 211 | - open or close a door 212 | - withdraw a potion from your backpack 213 | - pick up a dropped axe 214 | - take a bauble from a table 215 | - remove a ring from your finger 216 | - stuff some food into your mouth 217 | - plant a banner in the ground 218 | - fish a few coins from your belt pouch 219 | - drink all the ale in a flagon 220 | - throw a lever or a switch 221 | - pull a torch from a sconce 222 | - take a book from a shelf you can reach 223 | - extinguish a small flame 224 | - don a mask 225 | - pull the hood of your cloak up and over your head 226 | - put your ear to a door 227 | - kick a small stone 228 | - turn a key in a lock 229 | - tap the floor with a 10-foot pole 230 | - hand an item to another character 231 | #+END_QUOTE 232 | 233 | ** Moving Around Other Creatures 234 | You can move through a nonhostile creature's space. In contrast, you can 235 | move through a hostile creature's space only if the creature is at least 236 | two sizes larger or smaller than you. Remember that another creature's 237 | space is difficult terrain for you. 238 | 239 | Whether a creature is a friend or an enemy, you can't willingly end your 240 | move in its space. 241 | 242 | If you leave a hostile creature's reach during your move, you provoke an 243 | opportunity attack, as explained later in the chapter. 244 | 245 | ** Flying Movement :fly:flying: 246 | Flying creatures enjoy many benefits of mobility, but they must also 247 | deal with the danger of falling. If a flying creature is knocked prone, 248 | has its speed reduced to 0, or is otherwise deprived of the ability to 249 | move, the creature falls, unless it has the ability to hover or it is 250 | being held aloft by magic, such as by the /fly/ spell. 251 | 252 | ** Creature Size :size: 253 | Each creature takes up a different amount of space. The Size Categories 254 | table shows how much space a creature of a particular size controls in 255 | combat. Objects sometimes use the same size categories. 256 | 257 | *** Table: Creature Size :table: 258 | | Size | Space | 259 | |------------+------------------------| 260 | | Tiny | 2 1/2 by 2 1/2 ft. | 261 | | Small | 5 by 5 ft. | 262 | | Medium | 5 by 5 ft. | 263 | | Large | 10 by 10 ft. | 264 | | Huge | 15 by 15 ft. | 265 | | Gargantuan | 20 by 20 ft. or larger | 266 | 267 | *** Space :space: 268 | A creature's space is the area in feet that it effectively controls in 269 | combat, not an expression of its physical dimensions. A typical Medium 270 | creature isn't 5 feet wide, for example, but it does control a space 271 | that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other 272 | creatures can't get through unless the hobgoblin lets them. 273 | 274 | A creature's space also reflects the area it needs to fight effectively. 275 | For that reason, there's a limit to the number of creatures that can 276 | surround another creature in combat. Assuming Medium combatants, eight 277 | creatures can fit in a 5-foot radius around another one. 278 | 279 | Because larger creatures take up more space, fewer of them can surround 280 | a creature. If four Large creatures crowd around a Medium or smaller 281 | one, there's little room for anyone else. In contrast, as many as twenty 282 | Medium creatures can surround a Gargantuan one. 283 | 284 | **** Squeezing into a Smaller Space :squeeze: 285 | A creature can squeeze through a space that is large enough for a 286 | creature one size smaller than it. Thus, a Large creature can squeeze 287 | through a passage that's only 5 feet wide. While squeezing through a 288 | space, a creature must spend 1 extra foot for every foot it moves there, 289 | and it has disadvantage on attack rolls and Dexterity saving throws. 290 | Attack rolls against the creature have advantage while it's in the 291 | smaller space. 292 | 293 | * Actions in Combat :action:actions: 294 | When you take your action on your turn, you can take one of the actions 295 | presented here, an action you gained from your class or a special 296 | feature, or an action that you improvise. Many monsters have action 297 | options of their own in their stat blocks. 298 | 299 | When you describe an action not detailed elsewhere in the rules, the GM 300 | tells you whether that action is possible and what kind of roll you need 301 | to make, if any, to determine success or failure. 302 | 303 | ** Attack :attack: 304 | The most common action to take in combat is the Attack action, whether 305 | you are swinging a sword, firing an arrow from a bow, or brawling with 306 | your fists. 307 | 308 | With this action, you make one melee or ranged attack. See the "Making 309 | an Attack" section for the rules that govern attacks. 310 | 311 | Certain features, such as the Extra Attack feature of the fighter, allow 312 | you to make more than one attack with this action. 313 | 314 | ** Cast a Spell :spell: 315 | Spellcasters such as wizards and clerics, as well as many monsters, have 316 | access to spells and can use them to great effect in combat. Each spell 317 | has a casting time, which specifies whether the caster must use an 318 | action, a reaction, minutes, or even hours to cast the spell. Casting a 319 | spell is, therefore, not necessarily an action. Most spells do have a 320 | casting time of 1 action, so a spellcaster often uses his or her action 321 | in combat to cast such a spell. 322 | 323 | ** Dash :dash: 324 | When you take the Dash action, you gain extra movement for the current 325 | turn. The increase equals your speed, after applying any modifiers. With 326 | a speed of 30 feet, for example, you can move up to 60 feet on your turn 327 | if you dash. 328 | 329 | Any increase or decrease to your speed changes this additional movement 330 | by the same amount. If your speed of 30 feet is reduced to 15 feet, for 331 | instance, you can move up to 30 feet this turn if you dash. 332 | 333 | ** Disengage :disengage: 334 | If you take the Disengage action, your movement doesn't provoke 335 | opportunity attacks for the rest of the turn. 336 | 337 | ** Dodge :dodge: 338 | When you take the Dodge action, you focus entirely on avoiding attacks. 339 | Until the start of your next turn, any attack roll made against you has 340 | disadvantage if you can see the attacker, and you make Dexterity saving 341 | throws with advantage. You lose this benefit if you are incapacitated 342 | (as explained in appendix A) or if your speed drops to 0. 343 | 344 | ** Help :help: 345 | You can lend your aid to another creature in the completion of a task. 346 | When you take the Help action, the creature you aid gains advantage on 347 | the next ability check it makes to perform the task you are helping 348 | with, provided that it makes the check before the start of your next 349 | turn. 350 | 351 | Alternatively, you can aid a friendly creature in attacking a creature 352 | within 5 feet of you. You feint, distract the target, or in some other 353 | way team up to make your ally's attack more effective. If your ally 354 | attacks the target before your next turn, the first attack roll is made 355 | with advantage. 356 | 357 | ** Hide :hide: 358 | When you take the Hide action, you make a Dexterity (Stealth) check in 359 | an attempt to hide, following the rules for hiding. If you succeed, you 360 | gain certain benefits, as described in the "Unseen Attackers and 361 | Targets" section later in this chapter. 362 | 363 | ** Ready :ready: 364 | Sometimes you want to get the jump on a foe or wait for a particular 365 | circumstance before you act. To do so, you can take the Ready action on 366 | your turn, which lets you act using your reaction before the start of 367 | your next turn. 368 | 369 | First, you decide what perceivable circumstance will trigger your 370 | reaction. Then, you choose the action you will take in response to that 371 | trigger, or you choose to move up to your speed in response to it. 372 | Examples include "If the cultist steps on the trapdoor, I'll pull the 373 | lever that opens it," and "If the goblin steps next to me, I move away." 374 | 375 | When the trigger occurs, you can either take your reaction right after 376 | the trigger finishes or ignore the trigger. Remember that you can take 377 | only one reaction per round. 378 | 379 | When you ready a spell, you cast it as normal but hold its energy, which 380 | you release with your reaction when the trigger occurs. To be readied, a 381 | spell must have a casting time of 1 action, and holding onto the spell's 382 | magic requires concentration. If your concentration is broken, the spell 383 | dissipates without taking effect. For example, if you are concentrating 384 | on the [[file:10.spells.org::*Web][Web]] spell and ready [[file:10.spells.org::*Magic Missile][Magic Missile]], your /web/ spell ends, and 385 | if you take damage before you release /magic missile/ with your 386 | reaction, your concentration might be broken. 387 | 388 | ** Search :search: 389 | When you take the Search action, you devote your attention to finding 390 | something. Depending on the nature of your search, the GM might have you 391 | make a Wisdom (Perception) check or an Intelligence (Investigation) 392 | check. 393 | 394 | ** Use an Object :use:object: 395 | You normally interact with an object while doing something else, such as 396 | when you draw a sword as part of an attack. When an object requires your 397 | action for its use, you take the Use an Object action. This action is 398 | also useful when you want to interact with more than one object on your 399 | turn. 400 | 401 | * Making an Attack :attacking:attack: 402 | Whether you're striking with a melee weapon, firing a weapon at range, 403 | or making an attack roll as part of a spell, an attack has a simple 404 | structure. 405 | 406 | - *Choose a target*. Pick a target within your attack's *Range:* a 407 | creature, an object, or a location. 408 | 409 | - *Determine modifiers*. The GM determines whether the target has cover 410 | and whether you have advantage or disadvantage against the target. In 411 | addition, spells, special abilities, and other effects can apply 412 | penalties or bonuses to your attack roll. 413 | 414 | - *Resolve the attack*. You make the attack roll. On a hit, you roll 415 | damage, unless the particular attack has rules that specify otherwise. 416 | Some attacks cause special effects in addition to or instead of 417 | damage. 418 | 419 | If there's ever any question whether something you're doing counts as an 420 | attack, the rule is simple: if you're making an attack roll, you're 421 | making an attack. 422 | 423 | ** Attack Rolls :roll: 424 | When you make an attack, your attack roll determines whether the attack 425 | hits or misses. To make an attack roll, roll a d20 and add the 426 | appropriate modifiers. If the total of the roll plus modifiers equals or 427 | exceeds the target's Armor Class (AC), the attack hits. The AC of a 428 | character is determined at character creation, whereas the AC of a 429 | monster is in its stat block. 430 | 431 | *** Modifiers to the Roll :mod:modifier: 432 | When a character makes an attack roll, the two most common modifiers to 433 | the roll are an ability modifier and the character's proficiency bonus. 434 | When a monster makes an attack roll, it uses whatever modifier is 435 | provided in its stat block. 436 | 437 | */Ability Modifier./* The ability modifier used for a melee weapon 438 | attack is Strength, and the ability modifier used for a ranged weapon 439 | attack is Dexterity. Weapons that have the finesse or thrown property 440 | break this rule. 441 | 442 | Some spells also require an attack roll. The ability modifier used for a 443 | spell attack depends on the spellcasting ability of the spellcaster. 444 | 445 | */Proficiency Bonus./* You add your proficiency bonus to your attack 446 | roll when you attack using a weapon with which you have proficiency, as 447 | well as when you attack with a spell. 448 | 449 | *** Rolling 1 or 20 :crit:success:fail:critical: 450 | Sometimes fate blesses or curses a combatant, causing the novice to hit 451 | and the veteran to miss. 452 | 453 | If the d20 roll for an attack is a 20, the attack hits regardless of any 454 | modifiers or the target's AC. This is called a critical hit, which is 455 | explained later in this chapter. 456 | 457 | If the d20 roll for an attack is a 1, the attack misses regardless of 458 | any modifiers or the target's AC. 459 | 460 | ** Unseen Attackers and Targets :unseen: 461 | Combatants often try to escape their foes' notice by hiding, casting the 462 | invisibility spell, or lurking in darkness. 463 | 464 | When you attack a target that you can't see, you have disadvantage on 465 | the attack roll. This is true whether you're guessing the target's 466 | location or you're targeting a creature you can hear but not see. If the 467 | target isn't in the location you targeted, you automatically miss, but 468 | the GM typically just says that the attack missed, not whether you 469 | guessed the target's location correctly. 470 | 471 | When a creature can't see you, you have advantage on attack rolls 472 | against it. If you are hidden-both unseen and unheard-when you make an 473 | attack, you give away your location when the attack hits or misses. 474 | 475 | ** Ranged Attacks :ranged: 476 | When you make a ranged attack, you fire a bow or a crossbow, hurl a 477 | handaxe, or otherwise send projectiles to strike a foe at a distance. A 478 | monster might shoot spines from its tail. Many spells also involve 479 | making a ranged attack. 480 | 481 | *** Range 482 | You can make ranged attacks only against targets within a specified 483 | range. 484 | 485 | If a ranged attack, such as one made with a spell, has a single range, 486 | you can't attack a target beyond this range. 487 | 488 | Some ranged attacks, such as those made with a longbow or a shortbow, 489 | have two ranges. The smaller number is the normal range, and the larger 490 | number is the long range. Your attack roll has disadvantage when your 491 | target is beyond normal range, and you can't attack a target beyond the 492 | long range. 493 | 494 | *** Ranged Attacks in Close Combat 495 | Aiming a ranged attack is more difficult when a foe is next to you. When 496 | you make a ranged attack with a weapon, a spell, or some other means, 497 | you have disadvantage on the attack roll if you are within 5 feet of a 498 | hostile creature who can see you and who isn't incapacitated. 499 | 500 | ** Melee Attacks :melee: 501 | Used in hand-to-hand combat, a melee attack allows you to attack a foe 502 | within your reach. A melee attack typically uses a handheld weapon such 503 | as a sword, a warhammer, or an axe. A typical monster makes a melee 504 | attack when it strikes with its claws, horns, teeth, tentacles, or other 505 | body part. A few spells also involve making a melee attack. 506 | 507 | Most creatures have a 5-foot *reach* and can thus attack targets within 508 | 5 feet of them when making a melee attack. Certain creatures (typically 509 | those larger than Medium) have melee attacks with a greater reach than 5 510 | feet, as noted in their descriptions. 511 | 512 | Instead of using a weapon to make a melee weapon attack, you can use an 513 | *unarmed strike*: a punch, kick, head-butt, or similar forceful blow 514 | (none of which count as weapons). On a hit, an unarmed strike deals 515 | bludgeoning damage equal to 1 + your Strength modifier. You are 516 | proficient with your unarmed strikes. 517 | 518 | #+BEGIN_QUOTE 519 | */Contests in Combat/* 520 | 521 | Battle often involves pitting your prowess against that of your foe. 522 | Such a challenge is represented by a contest. This section includes 523 | the most common contests that require an action in combat: grappling 524 | and shoving a creature. The GM can use these contests as models for 525 | improvising others. 526 | #+END_QUOTE 527 | 528 | **** Opportunity Attacks :opportunity: 529 | In a fight, everyone is constantly watching for a chance to strike an 530 | enemy who is fleeing or passing by. Such a strike is called an 531 | opportunity attack. 532 | 533 | You can make an opportunity attack when a hostile creature that you can 534 | see moves out of your reach. To make the opportunity attack, you use 535 | your reaction to make one melee attack against the provoking creature. 536 | The attack occurs right before the creature leaves your reach. 537 | 538 | You can avoid provoking an opportunity attack by taking the Disengage 539 | action. You also don't provoke an opportunity attack when you teleport 540 | or when someone or something moves you without using your movement, 541 | action, or reaction. For example, you don't provoke an opportunity 542 | attack if an explosion hurls you out of a foe's reach or if gravity 543 | causes you to fall past an enemy. 544 | 545 | *** Two-Weapon Fighting :duel_wield:two_weapon: 546 | When you take the Attack action and attack with a light melee weapon 547 | that you're holding in one hand, you can use a bonus action to attack 548 | with a different light melee weapon that you're holding in the other 549 | hand. You don't add your ability modifier to the damage of the bonus 550 | attack, unless that modifier is negative. 551 | 552 | If either weapon has the thrown property, you can throw the weapon, 553 | instead of making a melee attack with it. 554 | 555 | *** Grappling :grapple:piggy_back: 556 | When you want to grab a creature or wrestle with it, you can use the 557 | Attack action to make a special melee attack, a grapple. If you're able 558 | to make multiple attacks with the Attack action, this attack replaces 559 | one of them. 560 | 561 | The target of your grapple must be no more than one size larger than you 562 | and must be within your reach. Using at least one free hand, you try to 563 | seize the target by making a grapple check instead of an attack roll: a 564 | Strength (Athletics) check contested by the target's Strength 565 | (Athletics) or Dexterity (Acrobatics) check (the target chooses the 566 | ability to use). You succeed automatically if the target is 567 | incapacitated. If you succeed, you subject the target to the grappled 568 | condition (see appendix ##). The condition specifies the things that end 569 | it, and you can release the target whenever you like (no action 570 | required). 571 | 572 | **** Escaping a Grapple 573 | A grappled creature can use its action to 574 | escape. To do so, it must succeed on a Strength (Athletics) or Dexterity 575 | (Acrobatics) check contested by your Strength (Athletics) check. 576 | 577 | **** Moving a Grappled Creature 578 | When you move, you can drag or carry the 579 | grappled creature with you, but your speed is halved, unless the 580 | creature is two or more sizes smaller than you. 581 | 582 | *** Shoving a Creature :shove:shoving: 583 | Using the Attack action, you can make a special melee attack to shove a 584 | creature, either to knock it prone or push it away from you. If you're 585 | able to make multiple attacks with the Attack action, this attack 586 | replaces one of them. 587 | 588 | The target must be no more than one size larger than you and must be 589 | within your reach. Instead of making an attack roll, you make a Strength 590 | (Athletics) check contested by the target's Strength (Athletics) or 591 | Dexterity (Acrobatics) check (the target chooses the ability to use). 592 | You succeed automatically if the target is incapacitated. If you 593 | succeed, you either knock the target prone or push it 5 feet away from 594 | you. 595 | 596 | ** Cover :cover: 597 | Walls, trees, creatures, and other obstacles can provide cover during 598 | combat, making a target more difficult to harm. A target can benefit 599 | from cover only when an attack or other effect originates on the 600 | opposite side of the cover. 601 | 602 | There are three degrees of cover. If a target is behind multiple sources 603 | of cover, only the most protective degree of cover applies; the degrees 604 | aren't added together. For example, if a target is behind a creature 605 | that gives half cover and a tree trunk that gives three-quarters cover, 606 | the target has three-quarters cover. 607 | 608 | A target with *half cover* has a +2 bonus to AC and Dexterity saving 609 | throws. A target has half cover if an obstacle blocks at least half of 610 | its body. The obstacle might be a low wall, a large piece of furniture, 611 | a narrow tree trunk, or a creature, whether that creature is an enemy or 612 | a friend. 613 | 614 | A target with *three-quarters cover* has a +5 bonus to AC and Dexterity 615 | saving throws. A target has three-quarters cover if about three-quarters 616 | of it is covered by an obstacle. The obstacle might be a portcullis, an 617 | arrow slit, or a thick tree trunk. 618 | 619 | A target with *total cover* can't be targeted directly by an attack or a 620 | spell, although some spells can reach such a target by including it in 621 | an area of effect. A target has total cover if it is completely 622 | concealed by an obstacle. 623 | 624 | ** Damage and Healing :damage:healing:heal: 625 | Injury and the risk of death are constant companions of those who 626 | explore fantasy gaming worlds. The thrust of a sword, a well-placed 627 | arrow, or a blast of flame from a [[file:10.spells.org::*Fireball][Fireball]] spell all have the 628 | potential to damage, or even kill, the hardiest of creatures. 629 | 630 | *** Hit Points :hp:HP: 631 | Hit points represent a combination of physical and mental durability, 632 | the will to live, and luck. Creatures with more hit points are more 633 | difficult to kill. Those with fewer hit points are more fragile. 634 | 635 | A creature's current hit points (usually just called hit points) can be 636 | any number from the creature's hit point maximum down to 0. This number 637 | changes frequently as a creature takes damage or receives healing. 638 | 639 | Whenever a creature takes damage, that damage is subtracted from its hit 640 | points. The loss of hit points has no effect on a creature's 641 | capabilities until the creature drops to 0 hit points. 642 | 643 | *** Damage Rolls :roll: 644 | Each weapon, spell, and harmful monster ability specifies the damage it 645 | deals. You roll the damage die or dice, add any modifiers, and apply the 646 | damage to your target. Magic weapons, special abilities, and other 647 | factors can grant a bonus to damage. With a penalty, it is possible to 648 | deal 0 damage, but never negative damage. 649 | 650 | When attacking with a *weapon*, you add your ability modifier-the same 651 | modifier used for the attack roll-to the damage. A *spell* tells you 652 | which dice to roll for damage and whether to add any modifiers. 653 | 654 | If a spell or other effect deals damage to *more than one target* at the 655 | same time, roll the damage once for all of them. For example, when a 656 | wizard casts [[file:10.spells.org::*Fireball][Fireball]] or a cleric casts [[file:10.spells.org::*Flame Strike][Flame Strike]], the spell's 657 | damage is rolled once for all creatures caught in the blast. 658 | 659 | *** Critical Hits :crit:critical: 660 | When you score a critical hit, you get to roll extra dice for the 661 | attack's damage against the target. Roll all of the attack's damage dice 662 | twice and add them together. Then add any relevant modifiers as normal. 663 | To speed up play, you can roll all the damage dice at once. 664 | 665 | For example, if you score a critical hit with a dagger, roll 2d4 for the 666 | damage, rather than 1d4, and then add your relevant ability modifier. If 667 | the attack involves other damage dice, such as from the rogue's Sneak 668 | Attack feature, you roll those dice twice as well. 669 | 670 | *** Damage Types :type: 671 | Different attacks, damaging spells, and other harmful effects deal 672 | different types of damage. Damage types have no rules of their own, but 673 | other rules, such as damage resistance, rely on the types. 674 | 675 | The damage types follow, with examples to help a GM assign a damage type 676 | to a new effect. 677 | 678 | **** Acid 679 | The corrosive spray of a black dragon's breath and the 680 | dissolving enzymes secreted by a black pudding deal acid damage. 681 | 682 | **** Bludgeoning 683 | Blunt force attacks-hammers, falling, constriction, and 684 | the like-deal bludgeoning damage. 685 | 686 | **** Cold 687 | The infernal chill radiating from an ice devil's spear and the 688 | frigid blast of a white dragon's breath deal cold damage. 689 | 690 | **** Fire 691 | Red dragons breathe fire, and many spells conjure flames to 692 | deal fire damage. 693 | 694 | **** Force 695 | Force is pure magical energy focused into a damaging form. 696 | Most effects that deal force damage are spells, including [[file:10.spells.org::*Magic Missile][Magic Missile]] 697 | and [[file:10.spells.org::*Spiritual Weapon][Spiritual Weapon]]. 698 | 699 | **** Lightning 700 | A [[file:10.spells.org::*Lightning Bolt][Lightning Bolt]] spell and a blue dragon's breath deal 701 | lightning damage. 702 | 703 | **** Necrotic 704 | Necrotic damage, dealt by certain undead and a spell such 705 | as [[file:10.spells.org::*Chill Touch][Chill Touch]], withers matter and even the soul. 706 | 707 | **** Piercing 708 | Puncturing and impaling attacks, including spears and 709 | monsters' bites, deal piercing damage. 710 | 711 | **** Poison 712 | Venomous stings and the toxic gas of a green dragon's breath 713 | deal poison damage. 714 | 715 | **** Psychic 716 | Mental abilities such as a mind flayer's psionic blast deal 717 | psychic damage. 718 | 719 | **** Radiant 720 | Radiant damage, dealt by a cleric's [[file:10.spells.org::*Flame Strike][Flame Strike]] spell or 721 | an angel's smiting weapon, sears the flesh like fire and overloads the 722 | spirit with power. 723 | 724 | **** Slashing 725 | Swords, axes, and monsters' claws deal slashing damage. 726 | 727 | **** Thunder 728 | A concussive burst of sound, such as the effect of the 729 | [[file:10.spells.org::*Thunderwave][Thunderwave]] spell, deals thunder damage. 730 | 731 | *** Damage Resistance and Vulnerability :resistance:vulnerability: 732 | Some creatures and objects are exceedingly difficult or unusually easy 733 | to hurt with certain types of damage. 734 | 735 | If a creature or an object has *resistance* to a damage type, damage of 736 | that type is halved against it. If a creature or an object has 737 | *vulnerability* to a damage type, damage of that type is doubled against 738 | it. 739 | 740 | Resistance and then vulnerability are applied after all other modifiers 741 | to damage. For example, a creature has resistance to bludgeoning damage 742 | and is hit by an attack that deals 25 bludgeoning damage. The creature 743 | is also within a magical aura that reduces all damage by 5. The 25 744 | damage is first reduced by 5 and then halved, so the creature takes 10 745 | damage. 746 | 747 | Multiple instances of resistance or vulnerability that affect the same 748 | damage type count as only one instance. For example, if a creature has 749 | resistance to fire damage as well as resistance to all nonmagical 750 | damage, the damage of a nonmagical fire is reduced by half against the 751 | creature, not reduced by three-quarters. 752 | 753 | *** Healing 754 | Unless it results in death, damage isn't permanent. Even death is 755 | reversible through powerful magic. Rest can restore a creature's hit 756 | points, and magical methods such as a [[file:10.spells.org::*Cure Wounds][Cure Wounds]] spell or a /potion 757 | of healing/ can remove damage in an instant. 758 | 759 | When a creature receives healing of any kind, hit points regained are 760 | added to its current hit points. A creature's hit points can't exceed 761 | its hit point maximum, so any hit points regained in excess of this 762 | number are lost. For example, a druid grants a ranger 8 hit points of 763 | healing. If the ranger has 14 current hit points and has a hit point 764 | maximum of 20, the ranger regains 6 hit points from the druid, not 8. 765 | 766 | A creature that has died can't regain hit points until magic such as the 767 | [[file:10.spells.org::*Revivify][Revivify]] spell has restored it to life. 768 | 769 | *** Dropping to 0 Hit Points :unconscious:0hp: 770 | When you drop to 0 hit points, you either die outright or fall 771 | unconscious, as explained in the following sections. 772 | 773 | *** Instant Death :death:instant: 774 | Massive damage can kill you instantly. When damage reduces you to 0 hit 775 | points and there is damage remaining, you die if the remaining damage 776 | equals or exceeds your hit point maximum. 777 | 778 | For example, a cleric with a maximum of 12 hit points currently has 6 779 | hit points. If she takes 18 damage from an attack, she is reduced to 0 780 | hit points, but 12 damage remains. Because the remaining damage equals 781 | her hit point maximum, the cleric dies. 782 | 783 | *** Falling Unconscious :unconscious: 784 | If damage reduces you to 0 hit points and fails to kill you, you fall 785 | unconscious (see appendix ##). This unconsciousness ends if you regain 786 | any hit points. 787 | 788 | *** Death Saving Throws :death:saving_throw: 789 | Whenever you start your turn with 0 hit points, you must make a special 790 | saving throw, called a death saving throw, to determine whether you 791 | creep closer to death or hang onto life. Unlike other saving throws, 792 | this one isn't tied to any ability score. You are in the hands of fate 793 | now, aided only by spells and features that improve your chances of 794 | succeeding on a saving throw. 795 | 796 | Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you 797 | fail. A success or failure has no effect by itself. On your third 798 | success, you become stable (see below). On your third failure, you die. 799 | The successes and failures don't need to be consecutive; keep track of 800 | both until you collect three of a kind. The number of both is reset to 801 | zero when you regain any hit points or become stable. 802 | 803 | */Rolling 1 or 20/*. When you make a death saving throw and roll a 1 on 804 | the d20, it counts as two failures. If you roll a 20 on the d20, you 805 | regain 1 hit point. 806 | 807 | */Damage at 0 Hit Points/*. If you take any damage while you have 0 hit 808 | points, you suffer a death saving throw failure. If the damage is from a 809 | critical hit, you suffer two failures instead. If the damage equals or 810 | exceeds your hit point maximum, you suffer instant death. 811 | 812 | **** Stabilizing a Creature :stabalize: 813 | The best way to save a creature with 0 hit points is to heal it. If 814 | healing is unavailable, the creature can at least be stabilized so that 815 | it isn't killed by a failed death saving throw. 816 | 817 | You can use your action to administer first aid to an unconscious 818 | creature and attempt to stabilize it, which requires a successful DC 10 819 | Wisdom (Medicine) check. 820 | 821 | A *stable* creature doesn't make death saving throws, even though it has 822 | 0 hit points, but it does remain unconscious. The creature stops being 823 | stable, and must start making death saving throws again, if it takes any 824 | damage. A stable creature that isn't healed regains 1 hit point after 825 | 1d4 hours. 826 | 827 | *** Monsters and Death :death:monster: 828 | Most GMs have a monster die the instant it drops to 0 hit points, rather 829 | than having it fall unconscious and make death saving throws. 830 | 831 | Mighty villains and special nonplayer characters are common exceptions; 832 | the GM might have them fall unconscious and follow the same rules as 833 | player characters. 834 | 835 | ** Knocking a Creature Out :unsonscious:knock_out: 836 | Sometimes an attacker wants to incapacitate a foe, rather than deal a 837 | killing blow. When an attacker reduces a creature to 0 hit points with a 838 | melee attack, the attacker can knock the creature out. The attacker can 839 | make this choice the instant the damage is dealt. The creature falls 840 | unconscious and is stable. 841 | 842 | ** Temporary Hit Points :temp:temoporary:hp:HP:hit_points: 843 | Some spells and special abilities confer temporary hit points to a 844 | creature. Temporary hit points aren't actual hit points; they are a 845 | buffer against damage, a pool of hit points that protect you from 846 | injury. 847 | 848 | When you have temporary hit points and take damage, the temporary hit 849 | points are lost first, and any leftover damage carries over to your 850 | normal hit points. For example, if you have 5 temporary hit points and 851 | take 7 damage, you lose the temporary hit points and then take 2 damage. 852 | 853 | Because temporary hit points are separate from your actual hit points, 854 | they can exceed your hit point maximum. A character can, therefore, be 855 | at full hit points and receive temporary hit points. 856 | 857 | Healing can't restore temporary hit points, and they can't be added 858 | together. If you have temporary hit points and receive more of them, you 859 | decide whether to keep the ones you have or to gain the new ones. For 860 | example, if a spell grants you 12 temporary hit points when you already 861 | have 10, you can have 12 or 10, not 22. 862 | 863 | If you have 0 hit points, receiving temporary hit points doesn't restore 864 | you to consciousness or stabilize you. They can still absorb damage 865 | directed at you while you're in that state, but only true healing can 866 | save you. 867 | 868 | Unless a feature that grants you temporary hit points has a duration, 869 | they last until they're depleted or you finish a long rest. 870 | 871 | * Mounted Combat :mounted:mount: 872 | A knight charging into battle on a warhorse, a wizard casting spells 873 | from the back of a griffon, or a cleric soaring through the sky on a 874 | pegasus all enjoy the benefits of speed and mobility that a mount can 875 | provide. 876 | 877 | A willing creature that is at least one size larger than you and that 878 | has an appropriate anatomy can serve as a mount, using the following 879 | rules. 880 | 881 | ** Mounting and Dismounting :dismount: 882 | Once during your move, you can mount a creature that is within 5 feet of 883 | you or dismount. Doing so costs an amount of movement equal to half your 884 | speed. For example, if your speed is 30 feet, you must spend 15 feet of 885 | movement to mount a horse. Therefore, you can't mount it if you don't 886 | have 15 feet of movement left or if your speed is 0. 887 | 888 | If an effect moves your mount against its will while you're on it, you 889 | must succeed on a DC 10 Dexterity saving throw or fall off the mount, 890 | landing prone in a space within 5 feet of it. If you're knocked prone 891 | while mounted, you must make the same saving throw. 892 | 893 | If your mount is knocked prone, you can use your reaction to dismount it 894 | as it falls and land on your feet. Otherwise, you are dismounted and 895 | fall prone in a space within 5 feet it. 896 | 897 | ** Controlling a Mount :control: 898 | While you're mounted, you have two options. You can either control the 899 | mount or allow it to act independently. Intelligent creatures, such as 900 | dragons, act independently. 901 | 902 | You can control a mount only if it has been trained to accept a rider. 903 | Domesticated horses, donkeys, and similar creatures are assumed to have 904 | such training. The initiative of a controlled mount changes to match 905 | yours when you mount it. It moves as you direct it, and it has only 906 | three action options: Dash, Disengage, and Dodge. A controlled mount can 907 | move and act even on the turn that you mount it. 908 | 909 | An independent mount retains its place in the initiative order. Bearing 910 | a rider puts no restrictions on the actions the mount can take, and it 911 | moves and acts as it wishes. It might flee from combat, rush to attack 912 | and devour a badly injured foe, or otherwise act against your wishes. 913 | 914 | In either case, if the mount provokes an opportunity attack while you're 915 | on it, the attacker can target you or the mount. 916 | 917 | * Underwater Combat :underwater: 918 | When adventurers pursue sahuagin back to their undersea homes, fight off 919 | sharks in an ancient shipwreck, or find themselves in a flooded dungeon 920 | room, they must fight in a challenging environment. Underwater the 921 | following rules apply. 922 | 923 | When making a *melee weapon attack*, a creature that doesn't have a 924 | swimming speed (either natural or granted by magic) has disadvantage on 925 | the attack roll unless the weapon is a dagger, javelin, shortsword, 926 | spear, or trident. 927 | 928 | A *ranged weapon attack* automatically misses a target beyond the 929 | weapon's normal range. Even against a target within normal range, the 930 | attack roll has disadvantage unless the weapon is a crossbow, a net, or 931 | a weapon that is thrown like a javelin (including a spear, trident, or 932 | dart). 933 | 934 | Creatures and objects that are fully immersed in water have resistance 935 | to fire damage. 936 | --------------------------------------------------------------------------------