Tag: Rules

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  • Experience level

    CHARACTER ADVANCEMENT
    Experience Points Level Proficiency Bonus
    0 1 +2
  • The Combat Sequence

    h3. This is the basic sequence of play for a combat encounter: # Determine surprise. # Roll initiative. # Combat - On Initiative number you can I. Take Any Ongoing Damge II. Regenerate *III. Take One Action•* *IV. Move•* V. Saveing Throw …

  • Druid Spell List

    h4. Cantrips * [[Druidcraft | Druidcraft]] * [[Fire Seeds | Fire Seeds]] * [[Guidance | Guidance]] * [[Read Magic | Read Magic]] * [[Resistance | Resistance]] * [[Shillelagh | Shillelagh]] h4. Level 1 Spells * [[Animal Friendship | Animal …

  • Ability Score Modifiers

    Ability scores govern the many things your character can do. You use abilities to make attacks, to explore your environment, to overcome obstacles and hazards, and to interact with other creatures. Each of your ability scores has a modifier. When you …

  • Money Exchange Rate

    Tricrown – Platinum Lions – Gold Blue Eyes – Electrum Falcons – Silver Thumbs – Copper

    Exchange Rates
    Coin Copper Pieces Silver …

  • Player Character Class

    [[Barbarian | Barbarian]] [[Bard | Bard]] [[Cleric | Cleric]] [[Druid | Druid]] [[Fighter | Fighter]] [[Mage | Mage]] [[Monk | Monk]] [[Paladin | Paladin]] [[Ranger | Ranger]] [[Rogue | Rogue]]

  • Player Character Race

    [[Dwarf | Dwarf]] * [[Adventuring Dwarves | Adventuring Dwarves]] * [[Hill Dwarf | Hill Dwarf]] * [[Mountain Dwarf | Mountain Dwarf]] [[Elf | Elf]] * [[Adventuring Elves | Adventuring Elves]] * [[High Elf | High Elf]] * [[Wood Elf | Wood Elf]] …

  • Magic Items and Attunement

    *Also see:* [[Magic Item Attunement | Magic Item Attunement]] In the D&D Next playtest, we introduced the idea of magic item [[Magic Items and Attunement | attunement]]. [[Magic Items and Attunement | Attunement]] is a big benefit for DMs and *game …

  • Magic Item Attunement

    Property [[[Magic Item Attunement |Attuned]]]: Some magic items require a character to attune to them before the magical properties of those items can be enjoyed. *Attuning to a Magic Item:* Attuning to a magic item requires that you first discover …

  • Ending a Magic Items Attunement

    Your attunement to an item ends when you no longer satisfy the item’s attunement prerequisites, when the item has been more than 100 feet away from you for 24 hours, and when you die. You can also voluntarily end your attunement to an item with 10 minutes …

  • Recharge Monster Power

    [[Recharge Monster Power |Recharge:]] The power has a random chance of recharging during each round of combat. At the start of each of the monster's turns, roll a 1d6. If the roll is one of the die results shown in the power description, the monster …

  • Character Advancement

    CHARACTER ADVANCEMENT
    Experience Points Level Proficiency Bonus
    0 1 +2
  • Inspiration

    Inspiration is a rule the [[Dungeon Master | Dungeon Master]] can use to reward you for playing your character in a way that's true to his or her personality traits, ideals, bond, and flaws. By using inspiration, you can draw on your personality trait of …

  • Dead Character and Raiseing the Dead

    [[Raise Dead | *Dead Character Pays for Raise Dead*]] *-* If a dead character’s body is recoverable and his or her soul is willing to be returned to life, the party can take the body back to civilization and use the dead character’s funds to pay for a …

  • Potion of Healing

    [[Potion of Healing | *Potion of Healing.*]] A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

  • Underwater Combat

    When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. When making a * …

  • Mounted Combat

    A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least …

  • Mounting and Dismounting

    [[Mounting and Dismounting | *Mounting and Dismounting*]] Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you …

  • Controlling a Mount

    [[Controlling a Mount | *Controlling a Mount*]] While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if …

  • Dropping to 0 Hit Points

    When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. [[Instant Death |*Instant Death*]] Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage …

  • Instant Death

    Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has …

  • Falling Unconscious

    If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see the appendix). This unconsciousness ends if you regain any hit points.

  • Stabilizing a Creature

    The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. You can use your action to administer first aid to an …

  • Monsters and Death

    Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and …

  • Damage Resistance and Vulnerability

    Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has *resistance* to a damage type, damage of that type is halved against it. If a creature or an object has * …

  • Healing

    Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove …

  • Dash

    When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or …

  • Disengage

    If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

  • Dodge

    When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this …

  • Help

    You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before …

  • Hide

    When you take the Hide action, you make a Dexterity ([[Stealth|Stealth]]) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later …

  • Passive Checks

    A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to …

  • Difficult Terrain

    Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra …

  • Ranged Attacks

    When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. [[Range|*Range*]] …

  • Range

    You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a longbow or …

  • Ranged Attacks in Close Combat

    Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who …

  • Melee Attacks

    Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns …

  • Opportunity Attacks

    In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack. You can make an opportunity attack when a hostile …

  • Two-Weapon Fighting

    When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to …

  • Grappling

    When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple …

  • Escaping a Grapple

    [[Escaping a Grapple |*Escaping a Grapple.*]] A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

  • Moving a Grappled Creature

    [[Moving a Grappled Creature|*Moving a Grappled Creature*.]] When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

  • Acrobatics

    Your Dexterity ([[Acrobatics|Acrobatics]]) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also …

  • Sleight of Hand

    Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ([[Sleight of Hand|Sleight of Hand]]) check. The DM might also call for a Dexterity ([[ …

  • Athletics

    Your Strength ([[Athletics|Athletics]]) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: * You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a …

  • Stealth

    Make a Dexterity ([[Stealth|Stealth]]) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

  • Arcana

    Your Intelligence ([[Arcana|Arcana]]) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

  • History

    Your Intelligence ([[History|History]]) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

  • Investigation

    When you look around for clues and make deductions based on those clues, you make an Intelligence ([[Investigation|Investigation]]) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt …

  • Nature

    Your Intelligence ([[Nature|Nature]]) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

  • Religion

    Your Intelligence ([[Religion|Religion]]) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

  • Animal Handling

    When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom ([[Animal Handling|Animal Handling]]) check. You also make a Wisdom ([[Animal …

  • Insight

    Your Wisdom ([[Insight|Insight]]) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and …

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