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{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]},"bookref-dmscreen":{"name":"DM Reference","id":"bookref-dmscreen","contents":[{"name":"Running the Game","headers":["Ability Checks","Exploration","Madness","Objects","Poisons","Social Interaction"]},{"name":"Combat","headers":["Adjudicating Areas of Effect","Adjudicating Reaction Timing","Areas of Effect","Chases","Combining Game Effects","Cover","Creature Size on Squares and Hexes","Handling Mobs","Improvising Damage","Line of Sight","Optional Rule: Diagonals","Optional Rule: Facing","Optional Rule: Flanking"]},{"name":"Factions","headers":["Apprentice and Mentor Activities","Emerald Enclave","Faction Advancement and Benefits","Harpers","Lords' Alliance","Order of the Gauntlet","Zhentarim"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.","If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}],"bookref-dmscreen":[{"type":"entries","entries":[{"type":"section","name":"Ability Checks","page":237,"data":{"dmref":1},"entries":["An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference.",{"type":"entries","name":"Multiple Ability Checks","page":237,"entries":["Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.","In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma ({@skill Deception}) against the guard's Wisdom ({@skill Insight}), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.",{"type":"table","caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]]}],"source":"DMG"},{"type":"entries","name":"Contests","page":238,"entries":["A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number.","When you call for a contest, you pick the ability that each side must use, deciding whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength.",{"type":"inset","name":"Intelligence Check vs. Wisdom Check","page":238,"entries":["If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.","A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.","In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.","Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door)."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Exploration","page":242,"data":{"dmref":1},"entries":["This section provides guidance for running exploration, especially travel, tracking, and visibility.",{"type":"entries","name":"Using a Map","page":242,"entries":["Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels-or lead them astray.","The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces-slow, normal, and fast-described in the Player's Handbook. Characters moving at a normal pace can walk about 24 miles in a day.",{"type":"table","caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]]}],"source":"DMG"},{"type":"entries","name":"Special Travel Pace","page":242,"entries":["The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.","A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:",{"type":"list","items":["In 1 minute, you can move a number of feet equal to your speed times 10.","In 1 hour, you can move a number of miles equal to your speed divided by 10.","For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).","For a fast pace, increase the rate of travel by one-third.","For a slow pace, multiply the rate by two-thirds."]},"For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.","The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.","Similarly, a phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles."],"source":"DMG"},{"type":"entries","name":"Visibility Outdoors","page":243,"entries":["When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height."],"source":"DMG"},{"type":"entries","name":"Noticing Other Creatures","page":243,"entries":["While exploring, characters might encounter other creatures. An important question in such a situation is who notices whom.","Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and time of day. Creatures can be more likely to hear one another before they see anything.","If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity ({@skill Stealth}) check results of the creatures in the group that is hiding with the passive Wisdom ({@skill Perception}) scores of the other group, as explained in the {@i Player's Handbook}."],"source":"DMG"},{"type":"entries","name":"Tracking","page":244,"entries":["Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom ({@skill Survival}) check. You might require trackers to make a new check in any of the following circumstances:",{"type":"list","items":["They stop tracking and resume after finishing a short or long rest.","The trail crosses an obstacle, such as a river, that shows no tracks.","The weather conditions or terrain changes in a way that makes tracking harder."]},"The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.","On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.",{"type":"table","caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]]}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Madness","page":258,"data":{"dmref":1},"entries":["In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",{"type":"entries","name":"Going Mad","page":259,"entries":["Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.","Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."],"source":"DMG"},{"type":"entries","name":"Madness Effects","page":259,"entries":["Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.","A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.","A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.","A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",{"type":"table","caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]]},{"type":"table","caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]]},{"type":"table","caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]]}],"source":"DMG"},{"type":"entries","name":"Curing Madness","page":260,"entries":["A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Objects","page":246,"data":{"dmref":1},"entries":["When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.","For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.",{"type":"entries","name":"Statistics for Objects","page":246,"entries":["When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.",{"type":"entries","name":"Armor Class","page":246,"entries":["An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.",{"type":"table","caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]]}],"source":"DMG"},{"type":"entries","name":"Hit Points","page":247,"entries":["An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.",{"type":"table","caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]]}],"source":"DMG"},{"type":"entries","name":"Huge and Gargantuan Objects","page":247,"entries":["Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."],"source":"DMG"},{"type":"entries","name":"Objects and Damage Types","page":247,"entries":["Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."],"source":"DMG"},{"type":"entries","name":"Damage Threshold","page":247,"entries":["Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Poisons","page":257,"data":{"dmref":1},"entries":["Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.","Poisons come in the following four types.",{"type":"entries","name":"Contact","page":257,"entries":["Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."],"source":"DMG"},{"type":"entries","name":"Ingested","page":257,"entries":["A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid."],"source":"DMG"},{"type":"entries","name":"Inhaled","page":257,"entries":["These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."],"source":"DMG"},{"type":"entries","name":"Injury","page":257,"entries":["Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."],"source":"DMG"},{"type":"table","caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]]},{"type":"entries","name":"Sample Poisons","page":257,"entries":["Each type of poison has its own debilitating effects.",{"type":"list","items":["{@item Assassin's blood}","{@item Burnt othur fumes}","{@item Carrion crawler mucus}","{@item Drow poison}","{@item Essence of ether}","{@item Malice}","{@item Midnight tears}","{@item Oil of taggit}","{@item Pale tincture}","{@item Purple worm poison}","{@item Serpent venom}","{@item Torpor}","{@item Truth serum}","{@item Wyvern poison}"]}],"source":"DMG"},{"type":"entries","name":"Purchasing Poison","page":258,"entries":["In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.","The Poisons table gives suggested prices for single doses of various poisons."],"source":"DMG"},{"type":"entries","name":"Crafting and Harvesting Poison","page":258,"entries":["During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a {@item poisoner's kit|phb}. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.","A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires {@dice 1d6} minutes followed by a DC 20 Intelligence ({@skill Nature}) check. (Proficiency with the {@item poisoner's kit|phb} applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Social Interaction","page":244,"data":{"dmref":1},"entries":["During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, negotiate a treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas.","Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall somewhere in between, balancing player skill(roleplaying and persuading) with character skill (reflected by ability checks).",{"type":"entries","name":"Resolving Interactions","page":244,"entries":["The {@i Player's Handbook} provides guidelines for balancing roleplaying and ability checks in a social interaction (see chapter 8, \"Adventuring,\" in that book). This section adds to that material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn't meant to be a substitute for roleplaying.",{"type":"entries","name":"1. Starting Attitude","page":244,"entries":["Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.","A {@b friendly} creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.","An {@b indifferent} creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature's indifference doesn't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.","A {@b hostile} creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king's attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically."],"source":"DMG"},{"type":"entries","name":"2. Conversation","page":244,"entries":["Play out the conversation. Let the adventurers make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with.",{"type":"entries","name":"Changing Attitude","page":245,"entries":["The attitude of a creature might change over the course of a conversation. If the adventurers say or do the right things during an interaction (perhaps by touching on a creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or turn an indifferent creature hostile.","Whether the adventurers can shift a creature's attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether temporarily or permanently."],"source":"DMG"},{"type":"entries","name":"Determining Characteristics","page":245,"entries":["The adventurers don't necessarily enter into a social interaction with a full understanding of a creature's ideal, bond, or flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction if they guess badly.","After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom ({@skill Insight}) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature's existing characteristics. For example, if an old sage's flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden.","Given time, adventurers can also learn about a creature's characteristics from other sources, including its friends and allies, personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"3. Charisma Check","page":245,"entries":["When the adventurers get to the point of their request, demand, or suggestion-or if you decide the conversation has run its course-call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table.",{"type":"tableGroup","name":"Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}]},{"type":"entries","name":"Aiding the Check","page":245,"entries":["Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counter productive or offensive, the character making the Charisma check has disadvantage on that check."],"source":"DMG"},{"type":"entries","name":"Multiple Checks","page":245,"entries":["Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"4. Repeat?","page":245,"entries":["Once a Charisma check has been made, further attempts to influence the target of the interaction might be fruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from indifferent to hostile, another character might be able to diffuse the noble's hostility with clever roleplaying and a successful Charisma ({@skill Persuasion}) check."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Roleplaying","page":245,"entries":["For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in the process. You don't need to be a practiced thespian or comedian to create drama or humor. The key is to pay attention to the story elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.",{"type":"entries","name":"Being the NPC","page":245,"entries":["Imagine how a character or monster you bring to life would react to the adventurers. Consider what it cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the adventurers are in a living world.","Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party's wizard with grave suspicion.","However you roleplay a character or monster, the classic advice for writers holds true: show, don't tell. For example, rather than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdotes, and a desperate need to make himself or herself the subject of every conversation."],"source":"DMG"},{"type":"entries","name":"Using Your Voice","page":245,"entries":["Most of what you say during a session will be at a consistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper.","Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to life.","Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could speak in earthy dialects, while rich folk talk in haughty drawls.","Let a pirate NPC say, \"Arrrr, maties!\" in your best Long John Silver voice. Let intelligent monsters unfamiliar with Common stumble along with awkward grammar.","Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much to each other. If possible, let one NPC do most of the talking, but if multiple NPCs need to talk, give them distinct voices so the players know who's who."],"source":"DMG"},{"type":"entries","name":"Using Your Face and Arms","page":246,"entries":["Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable to the players. When you combine facial expressions with an unusual voice, a character truly comes to life.","Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers."],"source":"DMG"},{"type":"entries","name":"Engaging the Players","page":246,"entries":["Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as much investment in portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth.","To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches.",{"type":"entries","name":"Appeal to Player Preferences","page":246,"entries":["There are in-game activities that players enjoy more than others, as discussed in this book's introduction. Players who like acting thrive in interaction situations, and it's fine to let those players take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun.","Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaign forward and reveals more about the world. Players who like problem-solving often enjoy figuring out the right thing to say to shift an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively.","Players who like to optimize their characters and slay monsters also like to argue, and having conflict within an interaction can help those players embrace roleplaying. Still, creating combat connections to an extended interaction (such as a corrupt vizier sending assassins to kill the adventurers) is often the best way to keep action-focused players engaged."],"source":"DMG"},{"type":"entries","name":"Target Specific Characters","page":246,"entries":["Create situations where characters who might not otherwise be engaged with a social interaction have to do at least some of the talking. Perhaps the NPC in question is a family member or a contact of a particular adventurer and talks only to that character. An NPC of a certain race or class might listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to get specific players engaged, but don't shut out players who are already roleplaying.","If a couple of players are dominating the conversation, take a moment now and then to involve the others. You can do this in character if you like: \"And what about your hulking friend? Speak, barbarian! What will you pledge in exchange for my favor?\" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices. The second approach works better for players who need encouragement to engage in a roleplaying scenario."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Adjudicating Areas of Effect","page":249,"data":{"dmref":2},"entries":["Many spells and other game features create areas of effect, such as the cone and the sphere. If you're not using miniatures or another visual aid, it can sometimes be difficult to determine who's in an area of effect and who isn't. The easiest way to address such uncertainty is to go with your gut and make a call.","If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of effect.","Add or subtract targets based on how bunched up the potential targets are. Consider rolling {@dice 1d3} to determine the amount to add or subtract.",{"type":"table","caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]]},"For example, if a wizard directs burning hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 ÷ 10 = 1.5, rounded up to 2). Similarly, a sorcerer could launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters are targeted (100 ÷ 30 = 3.33, rounded up to 4).","This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures."],"source":"DMG"},{"type":"section","name":"Adjudicating Reaction Timing","page":252,"data":{"dmref":2},"entries":["Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reaction can be difficult to adjudicate. Use this rule of thumb: follow whatever timing is specified in the reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."],"source":"DMG"},{"type":"section","name":"Areas of Effect","page":251,"data":{"dmref":2},"entries":["The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't.","Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square."],"source":"DMG"},{"type":"section","name":"Chases","page":252,"data":{"dmref":2},"entries":["Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair.","Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.",{"type":"entries","name":"Beginning a Chase","page":252,"entries":["A chase requires a quarry and at least one pursuer. Any participants not already in initiative order must roll initiative. As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes.","When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round."],"source":"DMG"},{"type":"entries","name":"Running the Chase","page":252,"entries":["Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.",{"type":"entries","name":"Dashing","page":252,"entries":["During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of {@condition exhaustion}.","A participant drops out of the chase if its {@condition exhaustion} reaches level 5, since its speed becomes 0. A creature can remove the levels of {@condition exhaustion} it gained during the chase by finishing a short or long rest."],"source":"DMG"},{"type":"entries","name":"Spells and Attacks","page":252,"entries":["A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.","Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time.","However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Ending a Chase","page":253,"entries":["A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.","If neither side gives up the chase, the quarry makes a Dexterity ({@skill Stealth}) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom ({@skill Perception}) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.","If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.","The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.",{"type":"table","caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]]},"Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.","Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went."],"source":"DMG"},{"type":"entries","name":"Chase Complications","page":253,"entries":["As with any good chase scene, complications can arise to make a chase more pulse-pounding. The Urban Chase Complications table and the Wilderness Chase Complications table provide several examples. Complications occur randomly. Each participant in the chase rolls a {@dice d20} at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication.","Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit.",{"type":"table","caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]]},{"type":"table","caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]]},{"type":"entries","name":"Designing Your Own Chase Tables","page":254,"entries":["The tables presented here don't work for all possible environments. A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table."],"source":"DMG"},{"type":"entries","name":"Splitting Up","page":254,"entries":["Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group."],"source":"DMG"},{"type":"entries","name":"Mapping the Chase","page":255,"entries":["If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert obstacles at specific points, especially ones that require the characters to make ability checks or saving throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play.","Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers.","A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several."],"source":"DMG"},{"type":"entries","name":"Role Reversal","page":255,"entries":["During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Combining Game Effects","page":252,"data":{"dmref":2},"entries":["Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them-the most potent one-apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's {@i Fire Form} trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the 'Combining Magical Effects' section of chapter 10 in the {@i Player's Handbook}."],"source":"DMG"},{"type":"section","name":"Cover","page":251,"data":{"dmref":2},"entries":["To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the square the attacker occupies or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still physically reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.","On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still physically reach the target."],"source":"DMG"},{"type":"section","name":"Creature Size on Squares and Hexes","page":251,"data":{"dmref":2},"entries":["A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a Large base to represent a Huge giant. The giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.",{"type":"table","caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]]}],"source":"DMG"},{"type":"section","name":"Handling Mobs","page":250,"data":{"dmref":2},"entries":["Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters involved in a battle. When handling a crowded battlefield, you can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target.","Instead of rolling an attack roll, determine the minimum {@dice d20} roll a creature needs in order to hit a target by subtracting its attack bonus from the target's AC. You'll need to refer to the result throughout the battle, so it's best to write it down.","Look up the minimum {@dice d20} roll needed on the Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target.","For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.","If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same attack bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately.","This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other.",{"type":"table","caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]]}],"source":"DMG"},{"type":"section","name":"Improvising Damage","page":249,"data":{"dmref":2},"entries":["A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",{"type":"table","caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]]},"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",{"type":"table","caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]]},"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.","In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.","As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."],"source":"DMG"},{"type":"section","name":"Line of Sight","page":251,"data":{"dmref":2},"entries":["To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision-such as a stone wall, a thick curtain, or a dense cloud of fog-then there is line of sight.","This degree of precision is rarely necessary. You can determine line of sight as you do when playing without miniatures: make a call, and keep the game moving."],"source":"DMG"},{"type":"section","name":"Optional Rule: Diagonals","page":252,"data":{"dmref":2},"entries":["The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.","When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.","For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."],"source":"DMG"},{"type":"section","name":"Optional Rule: Facing","page":252,"data":{"dmref":2},"entries":["If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.","A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.","Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.","Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.","On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.","A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."],"source":"DMG"},{"type":"section","name":"Optional Rule: Flanking","page":251,"data":{"dmref":2},"entries":["If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.","A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",{"type":"entries","name":"Flanking on Squares","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.","When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."],"source":"DMG"},{"type":"entries","name":"Flanking on Hexes","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Apprentice and Mentor Activities","entries":["Each character in the relationship gains a story award, \"Faction Mentor (Apprentice Name)\" or \"Faction Apprentice (Mentor Name)\" and is eligible to participate in specific activities.",{"type":"entries","entries":[{"type":"entries","name":"Adventure Details","entries":["When an apprentice and mentor bond they veal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity."]},{"type":"entries","name":"Item Trading","entries":["When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15."]},{"type":"entries","name":"Fighting Partners","entries":["By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:",{"type":"list","items":["Any saving throw made by one participant to save against an effect created by the other is made with advantage.","Once per short rest, a participant may use the Help action to assist the other as a bonus action.","Neither participant acts as cover against ranged attacks made by the other."]}]}]},{"type":"entries","name":"Apprentice Activities","entries":[{"type":"entries","name":"Language and Tool Training","entries":["The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost)."]},{"type":"entries","name":"Word of Advice","entries":["Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]}]},{"type":"entries","name":"Mentor Activities","entries":[{"type":"entries","name":"Mentorship Renown","entries":["When a mentor takes on a new apprentice they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character."]},{"type":"entries","name":"Learn by Teaching","entries":["Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]},{"type":"entries","name":"Faction Pedagogue","entries":["By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character."]},{"type":"entries","name":"Mentor's Pride","entries":["As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown."]}]}],"data":{"dmref":3}},{"type":"section","name":"Emerald Enclave","entries":["The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Restore and preserve the natural order.","Destroy all that is unnatural.","Keep the elemental forces of the world in check.","Keep civilization and the wilderness from destroying each other."]}]},{"type":"entries","name":"Beliefs","entries":["The natural order must be respected and preserved.","Forces that upset the natural order must be destroyed.","Civilization and the wilderness must learn to coexist peacefully."]},{"type":"entries","name":"Member Traits","entries":["Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Springwarden (rank 1)","Summerstrider (rank 2)","Autumnreaver (rank 3)","Winstalker (rank 4)","Master of the Wild (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Faction Advancement and Benefits","entries":["As a character with membership in one of the factions es adventures, he or she earns renown for completing tasks that align with the faction's goals. This is expressed as renown points rewarded at the end of any given adventure.",{"type":"entries","name":"Faction Advancement","entries":["As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits.",{"type":"table","caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","\u2014"],["2","3","\u2014"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]]}]},{"type":"entries","name":"Faction Benefits","entries":[{"type":"entries","name":"Rank 1: Initiate","entries":["This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join.",{"type":"entries","name":"Participate in Faction Activities","entries":["You can participate in any activities that are considered specific to your faction."]},{"type":"entries","name":"Earn Renown","entries":["You earn renown points in your faction and advance in rank."]},{"type":"entries","name":"Faction Assignments","entries":["As an Initiate, you are eligible to take on faction assignments during adventures. These are minor side quests found in many D&D Adventurers League adventures."]},{"type":"entries","name":"Receive Your Faction's Insignia","entries":["You receive an insignia of your faction, fashioned into a wearable or held item.",{"type":"table","caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]]}]}]},{"type":"entries","name":"Rank 2: Agent","entries":["Agents have shown that they're aligned with the faction's goals, and can take on more responsibility.",{"type":"entries","name":"Secret Missions","entries":["During certain adventures, you may be given the opportunity to undergo a secret on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction."]},{"type":"entries","name":"Apprenticeship to an Adventurer Mentor","entries":["Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details."]},{"type":"entries","name":"Faction Training","entries":["Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.",{"type":"table","caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]]}]}]},{"type":"entries","name":"Rank 3: Stalwart","entries":["Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.",{"type":"entries","name":"Faction Downtime Activity","entries":["You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master's Guide."]}]},{"type":"entries","name":"Rank 4: Mentor","entries":["Mentors are trusted voices within their given faction. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank.",{"type":"entries","name":"Become a Mentor","entries":["You can designate Agents or Stalwarts as your charge. See the Apprentice-Mentor Benefits section."]},{"type":"entries","name":"Faction Philanthropist","entries":["As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed\u2014even if you were not adventuring together. In doing so, assuming you aren't casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)."]}]},{"type":"entries","name":"Rank 5: Exemplar","entries":["Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.",{"type":"entries","name":"Become a Faction Exemplar","entries":["When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost."]}]}]}],"data":{"dmref":3}},{"type":"section","name":"Harpers","entries":["The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Gather information throughout Faerûn.","Promote fairness and equality by covert means.","Thwart tyrants and leaders, governments, and organizations that grow too powerful.","Aid the weak, poor and oppressed."]}]},{"type":"entries","name":"Beliefs","entries":["One can never have too much information or arcane knowledge.","Too much power leads to corruption. The abuse of magic must be closely monitored.","No one should be powerless."]},{"type":"entries","name":"Member Traits","entries":["Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don't count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Watcher (rank 1)","Harpshadow (rank 2)","Brightcandle (rank 3)","Wise Owl (rank 4)","High Harper (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Lords' Alliance","entries":["The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords' Alliance.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Ensure the safety and prosperity of cities and other settlements of Faerûn.","Maintain a strong coalition against the forces of disorder.","Proactively eliminate threats to the established powers.","Bring honor and glory to one's leaders and one's homeland."]}]},{"type":"entries","name":"Beliefs","entries":["If civilization is to survive, all must unite against the dark forces that threaten it.","Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.","Don't wait for the enemy to come to you. The best defense is a strong offense."]},{"type":"entries","name":"Member Traits","entries":["To seek out and destroy threats to their homelands, agents of the Lords' Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords' Alliance can only survive if its members \"play nice\" with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords' Alliance are rare, but defections have been known to occur."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Cloak (rank 1)","Redknife (rank 2)","Stingblade (rank 3)","Warduke (rank 4)","Lioncrown (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Order of the Gauntlet","entries":["The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Be armed and vigilant against evil.","Identify evil threats such as secretive power groups and inherently evil creatures.","Enforce justice.","Enact retribution against evil actions\u2014do not strike preemptively."]}]},{"type":"entries","name":"Beliefs","entries":[{"type":"list","items":["Faith is the greatest weapon against evil\u2014faith in one's god, one's friends, and one's self.","Battling evil is an extraordinary task that requires extraordinary strength and bravery.","Punishing an evil act is just. Punishing an evil thought is not."]}]},{"type":"entries","name":"Member Traits","entries":["The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, \"lone wolves\" in this organization."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Chevall (rank 1)","Marcheon (rank 2)","Whitehawk (rank 3)","Vindicator (rank 4)","Righteous Hand (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Zhentarim","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Amass wealth.","Look for opportunities to seize power.","Gain influence over important people and organizations.","Dominate Faerûn."]}]},{"type":"entries","name":"Beliefs","entries":["The Zhentarim is your family. You watch out for it, and it watches out for you.","You are the master of your own destiny. Never be less than what you deserve to be.","Everything\u2014and everyone\u2014has a price."]},{"type":"entries","name":"Member Traits","entries":["A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises \"the best of the best,\" although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Fang (rank 1)","Wolf (rank 2)","Viper (rank 3)","Ardragon (rank 4)","Dread Lord (rank 5)"]}]}],"data":{"dmref":3}}]}]}}