diff --git a/README.md b/README.md index 1b5e27f..a25d877 100644 --- a/README.md +++ b/README.md @@ -30,4 +30,6 @@ Found a formatting issue or conversion error? Contributions are welcome! ## Declaimer +This repository contains material from the System Reference Document 5.2.1, which is © 2024 Wizards of the Coast LLC. Used under [Creative Commons Attribution 4.0 International](src/copyright.md) License. + Dungeons & Dragons, D&D, and their respective logos are trademarks of Wizards of the Coast LLC. \ No newline at end of file diff --git a/src/LICENSE.md b/src/LICENSE.md deleted file mode 100644 index 02fb93d..0000000 --- a/src/LICENSE.md +++ /dev/null @@ -1,41 +0,0 @@ -# Creative Commons CC0 1.0 Universal - -CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS" BASIS. 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Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work. \ No newline at end of file diff --git a/src/README.md b/src/README.md index 77dd429..90a9ba9 100644 --- a/src/README.md +++ b/src/README.md @@ -4,4 +4,6 @@ This template allows you to get started in creating your own [sourcebook](https: ## Declaimer +This sourcebook contains material from the System Reference Document 5.2.1, which is © 2024 Wizards of the Coast LLC. Used under [Creative Commons Attribution 4.0 International](copyright.md) License. + Dungeons & Dragons, D&D, and their respective logos are trademarks of Wizards of the Coast LLC. \ No newline at end of file diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 53075cc..a3305fb 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -4,6 +4,14 @@ # Characters +- [Character Creation](characters/README.md) + - [Backgrounds](characters/backgrounds.md) - [Your character]() -[Copyright Page](LICENSE.md) \ No newline at end of file +# Species + +- [Choosing Your Species](species/README.md) +- [Dragonborn](species/dragonborn.md) + +[Rules Glossary](rules-glossary.md) +[Copyright Page](copyright.md) \ No newline at end of file diff --git a/src/characters/README.md b/src/characters/README.md new file mode 100644 index 0000000..a82c447 --- /dev/null +++ b/src/characters/README.md @@ -0,0 +1,1627 @@ +# Character Creation + +## Choose a Character Sheet + +You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term "character sheet" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character! + +## Create Your Character + +Here are the steps to make a character; each step is explored in detail: + +1. **Choose a Class.** Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. +2. **Determine Origin.** A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. +3. **Determine Ability Scores.** Much of what your character does in the game depends on the character's six abilities. +4. **Choose an Alignment.** Alignment is a shorthand for your character's moral compass. +5. **Fill in Details.** Using the choices you've made, fill in the remaining details on your character sheet. + +### Step 1: Choose Class + +Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See "Classes" for the classes' details. + +**Class Overview** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ClassLikes ...Primary AbilityComplexity
BarbarianBattleStrengthAverage
BardPerformingCharismaHigh
ClericGodsWisdomAverage
DruidNatureWisdomHigh
FighterWeaponsStrength or DexterityLow
MonkUnarmed combatDexterity and WisdomHigh
PaladinDefenseStrength and CharismaAverage
RangerSurvivalDexterity and WisdomAverage
RogueStealthDexterityLow
SorcererPowerCharismaHigh
WarlockOccult loreCharismaHigh
WizardSpellbooksIntelligenceAverage
+ +#### Write Your Level + +Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). + +_Write Your XP._ Also record your Experience Points. A level 1 character has 0 XP. + +_Starting at a Higher Level._ Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the "Starting at Higher Levels" section later in "Character Creation" for more information. + +#### Note Armor Training + +Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in "Equipment." + +### Step 2: Character Origin + +Determining your character's origin involves choosing a background, a species, and two languages. + +A character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days. + +#### Choose a Background + +Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in "Character Origins," and your GM might offer additional backgrounds as options. + +The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. + +**Ability Scores and Backgrounds** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AbilityBackground
StrengthSoldier
DexteritySoldier
ConstitutionSoldier
IntelligenceAcolyte
WisdomAcolyte
CharismaAcolyte
+ +_Record Your Feat._ A background gives you a feat, which grants your character particular capabilities. Feats are detailed in "Feats." Write the feat on your character sheet. + +_Note Proficiencies._ Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. + +Your class also gives proficiencies. Check your class description in "Classes" and note the proficiencies on your character sheet. + +The features table in your class description shows your Proficiency Bonus (described in "Playing the Game"), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5. + +#### Choose Starting Equipment + +Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from "Equipment." + +Record your chosen equipment on your character sheet. Equipment is described in "Equipment," but for now you can just write it all down and look up the specifics in "Equipment" later. Note any coins you have left after purchasing your equipment. + +#### Choose a Species + +Choose a species for your character. The following species options are detailed in "Character Origins": Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits. + +Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size). + +#### Imagine Your Past and Present + +Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character: + +- Who raised you? +- Who was your dearest childhood friend? +- Did you grow up with a pet? +- Have you fallen in love? If so, with whom? +- Did you join an organization, such as a guild or religion? If so, are you still a member of it? +- What elements of your past inspire you to go on adventures now? + +#### Choose Languages + +Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages. + +The Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely. + +**Standard Languages** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
1d12Language
Common
1Common Sign Language
2Draconic
3–4Dwarvish
5–6Elvish
7Giant
8Gnomish
9Goblin
10–11Halfling
12Orc
+ +The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. + +**Rare Languages** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
LanguageLanguage
AbyssalPrimordial*
CelestialSylvan
Deep SpeechThieves' Cant
DruidicUndercommon
Infernal
+ +\*Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one. + +### Step 3: Ability Scores + +To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. "Playing the Game" explains what each ability means. + +#### Generate Your Scores + +Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. + +_Standard Array._ Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. + +_Random Generation._ Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. + +_Point Cost._ You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. + +**Ability Score Point Costs** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ScoreCostScoreCost
80124
91135
102147
113159
+ +#### Assign Ability Scores + +Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. + +If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. + +**Standard Array by Class** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ClassStr.Dex.Con.Int.Wis.Cha.
Barbarian15131410128
Bard81412131015
Cleric14813101512
Druid81214131510
Fighter15141381012
Monk12151310148
Paladin15101381214
Ranger12151381410
Rogue12151314108
Sorcerer10131481215
Warlock81413121015
Wizard81213151410
+ +#### Adjust Ability Scores + +After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. + +Some players like to increase their class's primary ability, while others prefer to increase a low score. + +#### Determine Ability Modifiers + +Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. + +**Ability Scores and Modifiers** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ScoreModifierScoreModifier
3−412–13+1
4–5−314–15+2
6–7−216–17+3
8–9−118–19+4
10–11+020+5
+ +### Step 4: Alignment + +Choose your character's alignment from the options below, and note it on your character sheet. + +The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character. + +#### The Nine Alignments + +A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). + +The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. + +_Lawful Good (LG)._ Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. + +_Neutral Good (NG)._ Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. + +_Chaotic Good (CG)._ Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. + +_Lawful Neutral (LN)._ Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral. + +_Neutral (N)._ Neutral is the alignment of those who prefer to avoid moral questions and don't take sides, doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. + +> **Unaligned Creatures** +> +> Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. + +_Chaotic Neutral (CN)._ Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. + +_Lawful Evil (LE)._ Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. + +_Neutral Evil (NE)._ Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. + +_Chaotic Evil (CE)._ Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil. + +### Step 5: Character Creation Details + +Now fill in the rest of your character sheet. + +#### Record Class Features + +Look at your class's feature table in "Classes," and write down the level 1 features. The class features are detailed there too. + +Some class features offer choices. Make sure to read all your features and make any offered choices. + +#### Fill In Numbers + +Note these numbers on your character sheet. + +_Saving Throws_. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier. + +_Skills_. For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier. + +_Passive Perception_. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score: + +Passive Perception = 10 + Wisdom (Perception) check modifier + +Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency). + +_Hit Points_. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. + +**Level 1 Hit Points by Class** + + + + + + + + + + + + + + + + + + + + + + + + + + +
ClassHit Point Maximum
Barbarian12 + Con. modifier
Fighter, Paladin, or Ranger10 + Con. modifier
Bard, Cleric, Druid, Monk, Rogue, or Warlock8 + Con. modifier
Sorcerer or Wizard6 + Con. modifier
+ +The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. + +_Hit Point Dice_. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent. + +_Initiative_. Write your Dexterity modifier in the space for Initiative on your character sheet. + +_Armor Class_. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in "Equipment." A class feature might give you a different way to calculate your AC. + +_Attacks_. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise: + +Melee attack bonus = Strength modifier + Proficiency Bonus +Ranged attack bonus = Dexterity modifier + Proficiency Bonus + +Look up the damage and properties of your weapons in "Equipment." You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. + +_Spellcasting_. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas: +**Spell save DC** = 8 + spellcasting ability modifier + Proficiency Bonus + +**Spell attack bonus** = spellcasting ability modifier + Proficiency Bonus + +Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell. + +_Spell Slots, Cantrips, and Prepared Spells._ If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet. + +## Level Advancement + +While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. + +The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. + +**Character Advancement** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
LevelExperience PointsProficiency Bonus
10+2
2300+2
3900+2
42,700+2
56,500+3
614,000+3
723,000+3
834,000+3
948,000+4
1064,000+4
1185,000+4
12100,000+4
13120,000+5
14140,000+5
15165,000+5
16195,000+5
17225,000+6
18265,000+6
19305,000+6
20355,000+6
+ +### Gaining a Level + +When you gain a level, follow these steps: + +**1: Choose a Class.** Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the "Multiclassing" section. + +**2: Adjust Hit Points and Hit Point Dice.** Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. + +**Fixed Hit Points by Class** + + + + + + + + + + + + + + + + + + + + + + + + + + +
ClassHit Points per Level
Barbarian7 + Con. modifier
Fighter, Paladin, or Ranger6 + Con. modifier
Bard, Cleric, Druid, Monk, Rogue, or Warlock5 + Con. modifier
Sorcerer or Wizard4 + Con. modifier
+ +**3: Record New Class Features.** Look at your class features table in "Classes," and note the features you gain at your new level in that class. Make any choices offered by a new feature. + +**4: Adjust Proficiency Bonus.** A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in "Classes." When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus. + +**5: Adjust Ability Modifiers.** If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8. + +### Tiers of Play + +With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, +describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. + +#### Tier 1 (Levels 1–4) + +In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages. + +#### Tier 2 (Levels 5–10) + +In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as _Fireball_, _Lightning Bolt_, and _Raise Dead_. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms. + +#### Tier 3 (Levels 11–16) + +In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. + +#### Tier 4 (Levels 17–20) + +At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. + +## Starting at Higher Levels + +Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players. + +### Creating Your Character + +Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the "Level Advancement" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP. + +> **Bonus Feats at Level 20** +> +> A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. + +### Starting Equipment + +The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. + +Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in "Equipment" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them. + +**Starting Equipment at Higher Levels** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Starting LevelEquipment and MoneyMagic Items
2–4Normal starting equipment1 Common
5–10500 GP plus 1d10 × 25 GP plus normal starting equipment1 Common, 1 Uncommon
11–165,000 gp plus 1d10 × 250 GP plus normal starting equipment2 Common, 3 Uncommon, 1 Rare
17–2020,000 GP plus 1d10 × 250 GP plus normal starting equipment2 Common, 4 Uncommon, 3 Rare, 1 Very Rare
+ +## Multiclassing + +Multiclassing allows you to gain levels in multiple classes. 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. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class. + +### Prerequisites + +To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids. + +### Experience Points + +The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in "Character Creation." For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric. + +### Hit Points and Hit Point Dice + +You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. + +Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice. + +### Proficiency Bonus + +Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3. + +### Proficiencies + +When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in "Classes." + +### Class Features + +When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. + +Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class. + +#### Armor Class + +If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class. + +#### Extra Attack + +If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). + +Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack. + +#### Spellcasting + +Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class. + +_Spells Prepared_. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). + +Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. + +_Cantrips_. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. + +_Spell Slots_. You determine your available spell slots by adding together the following: + +- All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes +- Half your levels (round up) in the Paladin and Ranger classes + +Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have. + +This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like _Burning Hands_, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. + +For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown +in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects. + +_Pact Magic._ If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared. + +**Multiclass Spellcaster: Spell Slots per Spell Level** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level123456789
12
23
342
443
5432
6433
74331
84332
943331
1043332
11433321
12433321
134333211
144333211
1543332111
1643332111
17433321111
18433331111
19433332111
20433332211
+ +## Trinkets + +When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. + +**Trinkets** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
1d100Trinket
01A mummified goblin hand
02A crystal that faintly glows in moonlight
03A gold coin minted in an unknown land
04A diary written in a language you don't know
05A brass ring that never tarnishes
06An old chess piece made from glass
07A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
08A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
09A lock of someone's hair
10The deed for a parcel of land in a realm unknown to you
11A 1-ounce block made from an unknown material
12A small cloth doll skewered with needles
13A tooth from an unknown beast
14An enormous scale, perhaps from a dragon
15A bright-green feather
16An old divination card bearing your likeness
17A glass orb filled with moving smoke
18A 1-pound egg with a bright-red shell
19A pipe that blows bubbles
20A glass jar containing a bit of flesh floating in pickling fluid
21A gnome-crafted music box that plays a song you dimly remember from your childhood
22A wooden statuette of a smug halfling
23A brass orb etched with strange runes
24A multicolored stone disk
25A silver icon of a raven
26A bag containing forty-seven teeth, one of which is rotten
27A shard of obsidian that always feels warm to the touch
28A dragon's talon strung on a leather necklace
29A pair of old socks
30A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking
31A silver badge that is a five-pointed star
32A knife that belonged to a relative
33A glass vial filled with nail clippings
34A rectangular metal device with two tiny metal cups on one end that throws sparks when wet
35A white, sequined glove sized for a human
36A vest with one hundred tiny pockets
37A weightless stone
38A sketch of a goblin
39An empty glass vial that smells of perfume
40A gemstone that looks like a lump of coal when examined by anyone but you
41A scrap of cloth from an old banner
42A rank insignia from a lost legionnaire
43A silver bell without a clapper
44A mechanical canary inside a lamp
45A miniature chest carved to look like it has numerous feet on the bottom
46A dead sprite inside a clear glass bottle
47A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
48A glass orb filled with water, in which swims a clockwork goldfish
49A silver spoon with an M engraved on the handle
50A whistle made from gold-colored wood
51A dead scarab beetle the size of your hand
52Two toy soldiers, one missing a head
53A small box filled with different-sized buttons
54A candle that can't be lit
55A miniature cage with no door
56An old key
57An indecipherable treasure map
58A hilt from a broken sword
59A rabbit's foot
60A glass eye
61A cameo of a hideous person
62A silver skull the size of a coin
63An alabaster mask
64A cone of sticky black incense that stinks
65A nightcap that gives you pleasant dreams when you wear it
66A single caltrop made from bone
67A gold monocle frame without the lens
68A 1-inch cube, each side a different color
69A crystal doorknob
70A packet filled with pink dust
71A fragment of a beautiful song, written as musical notes on two pieces of parchment
72A silver teardrop earring containing a real teardrop
73An eggshell painted with scenes of misery in disturbing detail
74A fan that, when unfolded, shows a sleepy cat
75A set of bone pipes
76A four-leaf clover pressed inside a book discussing manners and etiquette
77A sheet of parchment upon which is drawn a mechanical contraption
78An ornate scabbard that fits no blade you have found
79An invitation to a party where a murder happened
80A bronze pentacle with an etching of a rat's head in its center
81A purple handkerchief embroidered with the name of an archmage
82Half a floor plan for a temple, a castle, or another structure
83A bit of folded cloth that, when unfolded, turns into a stylish cap
84A receipt of deposit at a bank in a far-off city
85A diary with seven missing pages
86An empty silver snuffbox bearing the inscription "dreams" on its lid
87An iron holy symbol devoted to an unknown god
88A book about a legendary hero's rise and fall, with the last chapter missing
89A vial of dragon blood
90An ancient arrow of elven design
91A needle that never bends
92An ornate brooch of dwarven design
93An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W"
94A mosaic tile with a multicolored, glazed surface
95A petrified mouse
96A black pirate flag adorned with a dragon's skull and crossbones
97A tiny mechanical crab or spider that moves about when it's not being observed
98A glass jar containing lard with a label that reads, "Griffon Grease"
99A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
00A metal urn containing the ashes of a hero
diff --git a/src/characters/backgrounds.md b/src/characters/backgrounds.md new file mode 100644 index 0000000..e17b41a --- /dev/null +++ b/src/characters/backgrounds.md @@ -0,0 +1,77 @@ +# Backgrounds + +Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure. + +### Parts of a Background + +A background includes the following parts. + +#### Ability Scores + +A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20. + +#### Feat + +A background gives your character a specified Origin feat (described in "Feats"). + +#### Skill Proficiencies + +A background gives your character proficiency in two specified skills. + +#### Tool Proficiency + +Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in "Equipment." + +#### Equipment + +Each background offers a choice between a package of equipment and 50 GP. + +### Background Descriptions + +#### Acolyte + +**Ability Scores:** Intelligence, Wisdom, Charisma + +**Feat:** Magic Initiate (Cleric) (see "Feats") + +**Skill Proficiencies:** Insight and Religion + +**Tool Proficiency:** Calligrapher's Supplies + +**Equipment:** _Choose A or B:_ (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP + +#### Criminal + +**Ability Scores:** Dexterity, Constitution, Intelligence + +**Feat:** Alert (see "Feats") + +**Skill Proficiencies:** Sleight of Hand and Stealth + +**Tool Proficiency:** Thieves' Tools + +**Equipment:** _Choose A or B:_ (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP + +#### Sage + +**Ability Scores:** Constitution, Intelligence, Wisdom + +**Feat:** Magic Initiate (Wizard) (see "Feats") + +**Skill Proficiencies:** Arcana and History + +**Tool Proficiency:** Calligrapher's Supplies + +**Equipment:** _Choose A or B:_ (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP + +#### Soldier + +**Ability Scores:** Strength, Dexterity, Constitution + +**Feat:** Savage Attacker (see "Feats") + +**Skill Proficiencies:** Athletics and Intimidation + +**Tool Proficiency:** _Choose one kind of_ Gaming Set (see "Equipment") + +**Equipment:** _Choose A or B:_ (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP \ No newline at end of file diff --git a/src/copyright.md b/src/copyright.md new file mode 100644 index 0000000..4ef2e0e --- /dev/null +++ b/src/copyright.md @@ -0,0 +1,157 @@ +# Creative Commons Attribution 4.0 International + +Creative Commons Corporation (“Creative Commons”) is not a law firm and does not provide legal services or legal advice. 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For the avoidance of doubt, this paragraph does not form part of the public licenses. +> +> Creative Commons may be contacted at creativecommons.org \ No newline at end of file diff --git a/src/rules-glossary.md b/src/rules-glossary.md new file mode 100644 index 0000000..1460db0 --- /dev/null +++ b/src/rules-glossary.md @@ -0,0 +1,1537 @@ +# Rules Glossary + +## Glossary Conventions + +The glossary uses the following conventions: + +**Tags in Brackets.** Some entries have a tag in brackets after the entry's name, as in "Attack [Action]." A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. + +**"You."** The game's rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That "you" refers to the creature or object that the rule applies to in a particular moment of play. For example, the "you" in the Prone condition is a creature that currently has that condition. + +**"See Also."** Some glossary entries include a _See also_ section that points to other entries in the glossary, to other parts of this document, or both. + +**No Obsolete Terms.** The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. + +**Abbreviations.** The abbreviations listed below appear in this glossary and elsewhere in the rules. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ACArmor ClassMMaterial
CConcentrationcomponent
CEChaotic EvilNNeutral
CGChaotic GoodNENeutral Evil
Cha.CharismaNGNeutral Good
CNChaotic NeutralNPCNonplayer
Con.Constitutioncharacter
CPCopper Piece(s)PBProficiency Bonus
CRChallenge RatingPPPlatinum Piece(s)
DCDifficulty ClassRRitual
Dex.DexteritySSomatic
component
EPElectrum Piece(s)SPSilver Piece(s)
GMGame Master
GPGold Piece(s)Str.Strength
HPHit Point(s)VVerbal
component
Int.IntelligenceWis.Wisdom
LELawful EvilXPExperience
LGLawful GoodPoint(s)
LNLawful Neutral
+ +## Rules Definitions + +Here are definitions of various rules. + +#### Ability Check + +An ability check is a D20 Test that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge. _See also_ "Playing the Game" ("D20 Tests" and "Proficiency"). + +#### Ability Score and Modifier + +A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. _See also_ "Playing the Game" ("The Six Abilities"). + +#### Action + +On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. _See also_ "Playing the Game" ("Actions"). These actions are defined elsewhere in this glossary: + + + + + + + + + + + + + + + + + + + + + + +
AttackDodgeInfluenceSearch
DashHelpMagicStudy
DisengageHideReadyUtilize
+ +#### Advantage + +If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. _See also_ "Playing the Game" ("D20 Tests"). + +#### Adventure + +An adventure is a series of encounters. A story emerges through playing them. _See also_ "Encounter." + +#### Alignment + +A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. _See also_ "Character Creation" ("Create Your Character"). + +#### Ally + +A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally. + +#### Area of Effect + +The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: + + + + + + + + + + + + + + +
ConeCylinderLine
CubeEmanationSphere
+ +An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. _See also_ "Cover." + +If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction. + +#### Armor Class + +An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. + +Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. _See also_ "Attack Roll." + +#### Armor Training + +Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. _See also_ "Disadvantage" and "Equipment" ("Armor"). + +#### Attack [Action] + +When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. + +_Equipping and Unequipping Weapons._ You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. + +_Moving between Attacks._ If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks. + +#### Attack Roll + +An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. _See also_ "Playing the Game" ("D20 Tests"). + +#### Attitude + +A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. _See also_ "Friendly," "Hostile," "Indifferent," and "Influence." + +#### Attunement + +Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. _See also_ "Equipment" ("Magic Items"). + +#### Blinded [Condition] + +While you have the Blinded condition, you experience the following effects. + +_Can't See._ You can't see and automatically fail any ability check that requires sight. + +_Attacks Affected._ Attack rolls against you have Advantage, and your attack rolls have Disadvantage. + +#### Blindsight + +If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition. + +#### Bloodied + +A creature is Bloodied while it has half its Hit Points or fewer remaining. + +#### Bonus Action + +A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. _See also_ "Playing the Game" ("Actions"). + +#### Breaking Objects + +Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. + +_Armor Class._ The Object Armor Class table suggests ACs for various substances. + +**Object Armor Class** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ACSubstanceACSubstance
11Cloth, paper, rope19Iron, steel
13Crystal, glass, ice21Mithral
15Wood23Adamantine
17Stone
+ +_Hit Points._ An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse. + +**Object Hit Points** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, dining table)5 (1d10)27 (5d10)
+ +_Damage Types and Objects._ Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. + +_Damage Threshold._ Big objects, such as castle walls, often have extra resilience represented by a damage threshold. _See also_ "Damage Threshold." + +_No Ability Scores._ An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws. + +#### Bright Light + +Bright Light is normal illumination. _See also_ "Playing the Game" ("Exploration"). + +#### Burning [Hazard] + +A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated. + +#### Burrow Speed + +A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. _See also_ "Speed." + +#### Campaign + +A campaign is a series of adventures. _See also_ "Adventure." + +#### Cantrip + +A cantrip is a level 0 spell, which is cast without a spell slot. _See also_ "Spells." + +#### Carrying Capacity + +Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. + +While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet. + +**Carrying Capacity** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Creature SizeCarryDrag/Lift/Push
TinyStr. × 7.5 lb.Str. × 15 lb.
Small/MediumStr. × 15 lb.Str. × 30 lb.
LargeStr. × 30 lb.Str. × 60 lb.
HugeStr. × 60 lb.Str. × 120 lb.
GargantuanStr. × 120 lb.Str. × 240 lb.
+ +#### Challenge Rating + +Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. "Gameplay Toolbox" ("Combat Encounters") provides guidance to the GM on using CR while planning potential combat encounters. _See also_ "Stat Block." + +#### Character Sheet + +A character sheet is a paper or digital record that you use to track your character's information. _See also_ "Character Creation." + +#### Charmed [Condition] + +While you have the Charmed condition, you experience the following effects. + +_Can't Harm the Charmer._ You can't attack the charmer or target the charmer with damaging abilities or magical effects. + +_Social Advantage._ The charmer has Advantage on any ability check to interact with you socially. + +#### Climbing + +While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. +At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check. + +#### Climb Speed + +A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. _See also_ "Climbing" and "Speed." + +#### Concentration + +Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration. + +_Another Concentration Effect._ You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. + +_Damage._ If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. + +_Incapacitated or Dead._ Your Concentration ends if you have the Incapacitated condition or you die. + +#### Condition + +A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
BlindedGrappledPoisoned
CharmedIncapacitatedProne
DeafenedInvisibleRestrained
ExhaustionParalyzedStunned
FrightenedPetrifiedUnconscious
+ +A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule. + +#### Cone [Area of Effect] + +A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length. + +A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise. + +#### Cover + +Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. _See also_ "Playing the Game" ("Combat"). + +#### Crawling + +While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). _See also_ "Speed." + +#### Creature + +Any being in the game, including a player's character, is a creature. _See also_ "Creature Type." + +#### Creature Type + +Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game's creature types: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AberrationElementalMonstrosity
BeastFeyOoze
CelestialFiendPlant
ConstructGiantUndead
DragonHumanoid
+ +The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. + +#### Critical Hit + +If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you 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. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Cube [Area of Effect] + +A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side. + +A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise. + +#### Curses + +Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the _Remove Curse_ and _Greater Restoration_ spells or other magic that explicitly ends curses. + +#### Cylinder [Area of Effect] + +A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. + +A Cylinder's point of origin is included in the area of effect. + +#### D20 Test + +D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. _See also_ "Playing the Game" ("D20 Tests"). + +#### Damage + +Damage represents harm that causes a creature or an object to lose Hit Points. + +#### Damage Roll + +A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Damage Threshold + +A creature or an object that has 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 that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage. + +#### Damage Types + +Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect. + +**Damage Types** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TypeExamples
AcidCorrosive liquids, digestive enzymes
BludgeoningBlunt objects, constriction, falling
ColdFreezing water, icy blasts
FireFlames, unbearable heat
ForcePure magical energy
LightningElectricity
NecroticLife-draining energy
PiercingFangs, puncturing objects
PoisonToxic gas, venom
PsychicMind-rending energy
RadiantHoly energy, searing radiation
SlashingClaws, cutting objects
ThunderConcussive sound
+ +#### Darkness + +An area of Darkness is Heavily Obscured. _See also_ "Heavily Obscured" and "Playing the Game" ("Exploration"). + +#### Darkvision + +If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. _See also_ "Playing the Game" ("Exploration"). + +#### Dash [Action] + +When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. + +If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. _See also_ "Speed." + +#### Dead + +A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the _Raise Dead_ or _Revivify_ spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. + +If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them. + +#### Deafened [Condition] + +While you have the Deafened condition, you experience the following effect. + +_Can't Hear._ You can't hear and automatically fail any ability check that requires hearing. + +#### Death Saving Throw + +A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Dehydration [Hazard] + +A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. _See also_ "Exhaustion." + +**Water Needs per Day** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SizeWaterSizeWater
Tiny1/4 gallonLarge4 gallons
Small1 gallonHuge16 gallons
Medium1 gallonGargantuan64 gallons
+ +#### Difficult Terrain + +If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't. + +A space is Difficult Terrain if the space contains any of the following or something similar: + +- A creature that isn't Tiny or your ally +- Furniture that is sized for creatures of your size or larger +- Heavy snow, ice, rubble, or undergrowth +- Liquid that's between shin- and waist-deep +- A narrow opening sized for a creature one size smaller than you +- A slope of 20 degrees or more + +#### Difficulty Class + +A Difficulty Class (DC) is the target number for an ability check or a saving throw. _See also_ "Playing the Game" ("D20 Tests"). + +#### Dim Light + +An area with Dim Light is Lightly Obscured. _See also_ "Lightly Obscured" and "Playing the Game" ("Exploration"). + +#### Disadvantage + +If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. _See also_ "Playing the Game" ("D20 Tests"). + +#### Disengage [Action] + +If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn. + +#### Dodge [Action] + +If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. + +You lose these benefits if you have the Incapacitated condition or if your Speed is 0. + +#### Emanation [Area of Effect] + +An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends. + +An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect. + +An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise. + +#### Encounter + +An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. _See also_ "Playing the Game" ("Social Interaction," "Exploration," and "Combat"). + +#### Enemy + +A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM. + +#### Exhaustion [Condition] + +While you have the Exhaustion condition, you experience the following effects. + +_Exhaustion Levels._ This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. + +_D20 Tests Affected._ When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. + +_Speed Reduced._ Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. + +_Removing Exhaustion Levels._ Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends. + +#### Experience Points + +As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. _See also_ "Level Advancement." + +#### Expertise + +Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature. + +If you gain Expertise, you gain it in one skill in which you have proficiency. You can't have Expertise in the same skill proficiency more than once. + +_See also_ "Playing the Game" ("Proficiency"). + +#### Falling [Hazard] + +A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. + +A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved. + +#### Flying + +A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. _See also_ "Falling" and "Fly Speed." + +#### Fly Speed + +A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. _See also_ "Flying" and "Speed." + +#### Friendly [Attitude] + +A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. _See also_ "Influence." + +#### Frightened [Condition] + +While you have the Frightened condition, you experience the following effects. + +_Ability Checks and Attacks Affected._ You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. + +_Can't Approach._ You can't willingly move closer to the source of fear. + +#### Grappled [Condition] + +While you have the Grappled condition, you experience the following effects. + +_Speed 0._ Your Speed is 0 and can't increase. + +_Attacks Affected._ You have Disadvantage on attack rolls against any target other than the grappler. + +_Movable._ The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. + +#### Grappling + +A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. _See also_ "Unarmed Strike" and "Grappled." + +_Grappled Condition._ Successfully grappling a creature gives it the Grappled condition. + +_One Grapple per Hand._ A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple. + +_Ending a Grapple._ A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required). + +#### Hazard + +A hazard is an environmental danger. _See also_ "Burning," "Dehydration," "Falling," "Malnutrition," and "Suffocation." + +#### Healing + +Healing is how you regain Hit Points. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Heavily Obscured + +You have the Blinded condition while trying to see something in a Heavily Obscured space. _See also_ "Blinded," "Darkness," and "Playing the Game" ("Exploration"). + +#### Help [Action] + +When you take the Help action, you do one of the following. + +_Assist an Ability Check._ Choose one of your skill or tool proficiencies and one ally who is near +enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible. + +_Assist an Attack Roll._ You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn. + +#### Heroic Inspiration + +If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. + +If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it. + +#### Hide [Action] + +With the Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. + +On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. + +You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component. + +#### High Jump + +When you make a High Jump, you leap into the air a number of feet equal to 3 plus 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 of the jump costs a foot of movement. + +You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1½ times your height. + +#### Hit Point Dice + +Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in "Character Creation." Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. _See also_ "Short Rest." + +#### Hit Points + +Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. _See also_ "Breaking Objects" and "Playing the Game" ("Damage and Healing"). + +#### Hostile [Attitude] + +A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. _See also_ "Influence." + +#### Hover + +Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. _See also_ "Flying." + +#### Illusions + +Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. + +If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space. + +#### Immunity + +If you have Immunity to a damage type or a condition, it doesn't affect you in any way. + +#### Improvised Weapons + +An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below. + +_Proficiency._ Don't add your Proficiency Bonus to attack rolls with an improvised weapon. + +_Damage._ On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. + +_Range._ If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. + +_Weapon Equivalents._ If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club. + +#### Incapacitated [Condition] + +While you have the Incapacitated condition, you experience the following effects. + +_Inactive._ You can't take any action, Bonus Action, or Reaction. + +_No Concentration._ Your Concentration is broken. + +_Speechless._ You can't speak. + +_Surprised._ If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll. + +#### Indifferent [Attitude] + +An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. _See also_ "Influence." + +#### Influence [Action] + +With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below. + +_Willing._ If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers. + +_Unwilling._ If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply. + +_Hesitant._ If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. + +**Influence Checks** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability CheckInteraction
Charisma (Deception)Deceiving a monster that understands you
Charisma (Intimidation)Intimidating a monster
Charisma (Performance)Amusing a monster
Charisma (Persuasion)Persuading a monster that understands you
Wisdom (Animal Handling)Gently coaxing a Beast or Monstrosity
+ +#### Initiative + +Initiative determines the order of turns during combat. The combat rules in "Playing the Game" explain how to roll Initiative. + +Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. _See also_ "Playing the Game" ("Combat"). + +#### Invisible [Condition] + +While you have the Invisible condition, you experience the following effects. + +_Surprise._ If you're Invisible when you roll Initiative, you have Advantage on the roll. + +_Concealed._ You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. + +_Attacks Affected._ Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature. + +#### Jumping + +When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). _See also_ "Long Jump" and "High Jump." + +#### Knocking Out a Creature + +When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. + +The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check. + +#### Lightly Obscured + +You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. _See also_ "Dim Light" and "Playing the Game" ("Exploration"). + +#### Line [Area of Effect] + +A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width. + +A Line's point of origin isn't included in the area of effect unless its creator decides otherwise. + +#### Long Jump + +When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you +move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. + +If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. + +This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle. + +#### Long Rest + +A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. + +During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. + +_Benefits of the Rest._ To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: + +**Regain All HP.** You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. + +**Ability Scores Restored.** If any of your ability scores were reduced, they return to normal. + +**Exhaustion Reduced.** If you have the Exhaustion condition, its level decreases by 1. + +**Special Feature.** Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description. + +_Interrupting the Rest._ A Long Rest is stopped by the following interruptions: + +- Rolling Initiative +- Casting a spell other than a cantrip +- Taking any damage +- 1 hour of walking or other physical exertion + +If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. _See also_ "Short Rest." + +You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. + +#### Magic [Action] + +When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. + +If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. _See also_ "Concentration." + +#### Magical Effect + +An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical. + +#### Malnutrition [Hazard] + +A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food. + +Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. _See also_ "Exhaustion." + +**Food Needs per Day** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SizeFoodSizeFood
Tiny1/4 poundLarge4 pounds
Small1 poundHuge16 pounds
Medium1 poundGargantuan64 pounds
+ +#### Monster + +A monster is a creature controlled by the GM, even if the creature is benevolent. _See also_ "Creature" and "NPC." + +#### Nonplayer Character + +A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. _See also_ "Monster." + +#### Object + +An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. _See also_ "Breaking Objects." + +#### Occupied Space + +A space is occupied if a creature is in it or if it is completely filled by objects. + +#### Opportunity Attacks + +You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. _See also_ "Playing the Game" ("Combat"). + +#### Paralyzed [Condition] + +While you have the Paralyzed condition, you experience the following effects. + +_Incapacitated._ You have the Incapacitated condition. + +_Speed 0._ Your Speed is 0 and can't increase. + +_Saving Throws Affected._ You automatically fail Strength and Dexterity saving throws. + +_Attacks Affected._ Attack rolls against you have Advantage. + +_Automatic Critical Hits._ Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. + +#### Passive Perception + +Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. + +A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 (10 + 2 + 2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19. + +#### Per Day + +If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses. + +#### Petrified [Condition] + +While you have the Petrified condition, you experience the following effects. + +_Turned to Inanimate Substance._ You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. + +_Incapacitated._ You have the Incapacitated condition. + +_Speed 0._ Your Speed is 0 and can't increase. + +_Attacks Affected._ Attack rolls against you have Advantage. + +_Saving Throws Affected._ You automatically fail Strength and Dexterity saving throws. + +_Resist Damage._ You have Resistance to all damage. + +_Poison Immunity._ You have Immunity to the Poisoned condition. + +#### Player Character + +A player character is a character controlled by a player. _See also_ "Character Creation." + +#### Poisoned [Condition] + +While you have the Poisoned condition, you experience the following effect. + +_Ability Checks and Attacks Affected._ You have Disadvantage on attack rolls and ability checks. + +#### Possession + +Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the _Protection from Evil and Good_ spell and ended by the _Dispel Evil and Good_ spell. + +#### Proficiency + +If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. _See also_ "Playing the Game" ("Proficiency"). + +#### Prone [Condition] + +While you have the Prone condition, you experience the following effects. + +_Restricted Movement._ Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. + +_Attacks Affected._ You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage. + +#### Reach + +A creature has a reach of 5 feet unless a rule says otherwise. + +#### Reaction + +A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. _See also_ "Opportunity Attacks" and "Playing the Game" ("Actions"). + +#### Ready [Action] + +You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. + +First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include "If the cultist steps on the +trapdoor, I'll pull the lever that opens it," and "If the zombie steps next to me, I move away." + +When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. + +When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect. + +#### Resistance + +If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Restrained [Condition] + +While you have the Restrained condition, you experience the following effects. + +_Speed 0._ Your Speed is 0 and can't increase. + +_Attacks Affected._ Attack rolls against you have Advantage, and your attack rolls have Disadvantage. + +_Saving Throws Affected._ You have Disadvantage on Dexterity saving throws. + +#### Ritual + +If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. _See also_ "Spells." + +#### Round Down + +Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. + +#### Save + +Save is another name for a saving throw. _See also_ "Saving Throw." + +#### Saving Throw + +A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. _See also_ "Playing the Game" ("D20 Tests"). + +#### Search [Action] + +When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect. + +**Search** + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillThing to Detect
InsightCreature's state of mind
MedicineCreature's ailment or cause of death
PerceptionConcealed creature or object
SurvivalTracks or food
+ +#### Shape-Shifting + +If an effect, such as Wild Shape or the _Polymorph_ spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you—conditions, spells, curses, and the like—carry over from one form to the other. You revert to your true form if you die. + +#### Short Rest + +A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. + +_Benefits of the Rest._ When you finish the rest, you gain the following benefits: + +**Spend Hit Point Dice.** You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll. + +**Special Feature.** Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. + +_Interrupting the Rest._ A Short Rest is stopped by the following interruptions: + +- Rolling Initiative +- Casting a spell other than a cantrip +- Taking any damage + +An interrupted Short Rest confers no benefits. + +#### Simultaneous Effects + +If two or more things happen at the same time on a turn, the person at the game table—player or GM—whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first. + +#### Size + +A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. _See also_ "Breaking Objects" and "Playing the Game" ("Combat"). + +#### Skill + +A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. _See also_ "Playing the Game" ("Proficiency"). + +#### Speed + +A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. _See also_ "Climbing," "Crawling," "Flying," "Jumping," "Swimming" and "Playing the Game" ("Combat"). + +_Special Speeds._ Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance 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 Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. + +_Changes to Your Speeds._ If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved. + +#### Spell + +A spell is a magical effect that has the characteristics described in "Spells." + +#### Spell Attack + +A spell attack is an attack roll made as part of a spell or another magical effect. _See also_ "Spells" ("Casting Spells"). + +#### Spellcasting Focus + +A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. _See also_ "Spells" ("Casting Spells"). + +#### Sphere [Area of Effect] + +A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. + +A Sphere's point of origin is included in the Sphere's area of effect. + +#### Stable + +A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Stat Block + +A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name. + +_Size._ A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. _See also_ "Size." + +_Creature Type._ This entry notes the family of beings a monster belongs to, along with any descriptive tags. _See also_ "Creature Type." + +_Alignment._ An alignment is suggested for the monster, with the GM determining its actual alignment. _See also_ "Alignment." + +_AC, Initiative, and HP._ These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in "Playing the Game." In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. + +_Speed._ Here the monster's Speed is provided, along with any special speeds. _See also_ "Burrow Speed," "Climb Speed," "Fly Speed," and "Swim Speed." + +_Ability Scores._ A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in "Playing the Game." + +_Skills._ This entry lists the monster's skill proficiencies, if any. _See also_ "Playing the Game" ("Proficiency"). + +_Resistances and Vulnerabilities._ These entries list the monster's Resistances and Vulnerabilities, if any. _See also_ "Resistance" and "Vulnerability." + +_Immunities._ This section lists the monster's damage and condition Immunities, if any. _See also_ "Immunity." + +_Gear._ If the monster has any equipment that can be given away or retrieved, it's listed in this entry. + +_Senses._ This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. _See also_ "Passive Perception." + +_Languages._ This entry lists any languages the monster knows. +_CR._ Challenge Rating summarizes the threat a monster poses and is detailed in "Monsters." The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. _See also_ "Challenge Rating" and "Experience Points." + +_Traits._ The monster's traits, if any, are features that are active at all times or in certain situations. + +_Actions._ The monster can take these actions in addition to those detailed in this glossary. _See also_ "Playing the Game" ("Actions"). + +_Bonus Actions._ If the monster has Bonus Action options, they are listed in this section. + +_Reactions._ If the monster can take special Reactions, those are listed in this section. + +_Attack Notation._ The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. + +_Saving Throw Effect Notation._ If an effect forces a saving throw, the effect's entry starts by identifying the kind of saving throw required and then provides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save. + +_Damage Notation._ A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression in parentheses; you don't use both. + +#### Study [Action] + +When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. + +The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. + +**Areas of Knowledge** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillAreas
ArcanaSpells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)
HistoryHistoric events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)
InvestigationTraps, ciphers, riddles, and gadgetry
NatureTerrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)
ReligionDeities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
+ +#### Stunned [Condition] + +While you have the Stunned condition, you experience the following effects. + +_Incapacitated._ You have the Incapacitated condition. + +_Saving Throws Affected._ You automatically fail Strength and Dexterity saving throws. + +_Attacks Affected._ Attack rolls against you have Advantage. + +#### Suffocation [Hazard] + +A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating. + +#### Surprise + +If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. _See also_ "Playing the Game" ("Combat"). + +#### Swimming + +While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check. + +### Swim Speed + +A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. _See also_ "Swimming" and "Speed." + +#### Target + +A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon. + +#### Telepathy + +Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. + +A telepath doesn't need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range. + +A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. + +#### Teleportation + +Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. + +When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation effect says otherwise. + +If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. + +The description of a teleportation effect tells you if you must see the teleportation's destination. + +#### Temporary Hit Points + +Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Tremorsense + +A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. + +Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight. + +#### Truesight + +If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: + +**Darkness.** You can see in normal and magical Darkness. + +**Invisibility.** You see creatures and objects that have the Invisible condition. + +**Visual Illusions.** Visual illusions appear transparent to you, and you automatically succeed on saving throws against them. + +**Transformations.** You discern the true form of any creature or object you see that has been transformed by magic. + +**Ethereal Plane.** You see into the Ethereal Plane. + +#### Unarmed Strike + +Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. + +Whenever you use your Unarmed Strike, choose one of the following options for its effect. + +_Damage._ You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. + +_Grapple._ The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. _See also_ "Grappling." + +_Shove._ The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you. + +#### Unconscious [Condition] + +While you have the Unconscious condition, you experience the following effects. + +_Inert._ You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. + +_Speed 0._ Your Speed is 0 and can't increase. + +_Attacks Affected._ Attack rolls against you have Advantage. + +_Saving Throws Affected._ You automatically fail Strength and Dexterity saving throws. + +_Automatic Critical Hits._ Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. + +_Unaware._ You're unaware of your surroundings. + +#### Unoccupied Space + +A space is unoccupied if no creatures are in it and it isn't completely filled by objects. + +#### Utilize [Action] + +You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action. + +#### Vulnerability + +If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. _See also_ "Playing the Game" ("Damage and Healing"). + +#### Weapon + +A weapon is an object that is in the Simple or Martial weapon category. _See also_ "Equipment" ("Weapons"). + +#### Weapon Attack + +A weapon attack is an attack roll made with a weapon. _See also_ "Weapon." diff --git a/src/species/README.md b/src/species/README.md new file mode 100644 index 0000000..5106bdd --- /dev/null +++ b/src/species/README.md @@ -0,0 +1,29 @@ +# Choosing Your Species + +When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. + +The peoples of the multiverse hail from different worlds and include many kinds of sapient lifeforms. A player character's species is the set of game traits that an adventurer gains from being one of those lifeforms. + +Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. + +Members of most species live for about 80 years, with exceptions noted in the text about the species in "Character Origins." Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn't beyond their species' normal lifespan. + +### Parts of a Species + +A species includes the following parts. + +#### Creature Type + +A character's species determines the character's creature type, which is described in "Rules Glossary." Every species in "Character Origins" is Humanoid; playable non-Humanoid species appear in other books. + +#### Size + +Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium. + +#### Speed + +Your character's species determines the character's Speed. + +#### Special Traits + +Each species gives a character special traits—unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options. \ No newline at end of file diff --git a/src/species/dragonborn.md b/src/species/dragonborn.md new file mode 100644 index 0000000..27dbaf5 --- /dev/null +++ b/src/species/dragonborn.md @@ -0,0 +1,64 @@ +# Dragonborn + +- **Creature Type:** Humanoid +- **Size:** Medium (about 5–7 feet tall) +- **Speed:** 30 feet + +As a Dragonborn, you have these special traits. + +_Draconic Ancestry._ Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. + +## Draconic Ancestors + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DragonDamage TypeDragonDamage Type
BlackAcidGoldFire
BlueLightningGreenPoison
BrassFireRedFire
BronzeLightningSilverCold
CopperAcidWhiteCold
+ +_Breath Weapon._ When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). + +You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. + +_Damage Resistance._ You have Resistance to the damage type determined by your Draconic Ancestry trait. + +_Darkvision._ You have Darkvision with a range of 60 feet. + +_Draconic Flight._ When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest. \ No newline at end of file diff --git a/templates/Character.md b/templates/Character.md index d318b91..6b6790e 100644 --- a/templates/Character.md +++ b/templates/Character.md @@ -13,8 +13,6 @@ - **Flaws**: - **Languages**: ---- - ## Background Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus sit amet elit placerat fermentum. Praesent vel ligula euismod, aliquet odio a, tincidunt nunc. Nullam at orci nec massa sagittis lacinia. diff --git a/templates/Species.md b/templates/Species.md index 7be56f0..a49a726 100644 --- a/templates/Species.md +++ b/templates/Species.md @@ -5,7 +5,6 @@ - **Speed**: - **Special Traits**: ---- Lorem ipsum dolor sit amet, consectetur adipiscing elit. Deleniti autem deleniti choro definiebas nominati at copiosae eam ea instructior copiosae In. diff --git a/templates/Spell.md b/templates/Spell.md index c9d334b..f551d3c 100644 --- a/templates/Spell.md +++ b/templates/Spell.md @@ -7,8 +7,6 @@ - **Components**: - **Duration**: ---- - Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus sit amet elit placerat fermentum. Praesent vel ligula euismod, aliquet odio a, tincidunt nunc. Nullam at orci nec massa sagittis lacinia. ## Author's Notes