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rules/html/5.2 SRD (D&D 2024)/01_PlayingTheGame.html
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rules/html/5.2 SRD (D&D 2024)/01_PlayingTheGame.html
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rules/html/5.2 SRD (D&D 2024)/02_CharacterCreation.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/00_Classes.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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<meta charset="UTF-8">
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<style>
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body {
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max-width: 700px;
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margin: auto;
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font-size: 18px;
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font-family: sans-serif;
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padding: 10px;
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}
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p, li {
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line-height: 1.5em;
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ul, ol {
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padding-left: 20px;
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li {
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padding: 5px;
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text-align: left;
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}
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</style>
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<title>Classes</title>
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</head>
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<body>
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<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/00_Classes.md">Markdown</a></p>
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<h1>Classes</h1>
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</body>
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</html>
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rules/html/5.2 SRD (D&D 2024)/03_Classes/01_Barbarian.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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<meta charset="UTF-8">
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<style>
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body {
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max-width: 700px;
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margin: auto;
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font-size: 18px;
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font-family: sans-serif;
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padding: 10px;
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}
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p, li {
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line-height: 1.5em;
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}
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ul, ol {
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padding-left: 20px;
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margin-left: 0;
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}
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li {
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margin-left: 0;
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}
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border-collapse: collapse;
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th, td {
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border: 1px solid black;
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padding: 5px;
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text-align: left;
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}
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</style>
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<title>Barbarian</title>
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</head>
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<body>
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<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/01_Barbarian.md">Markdown</a></p>
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<h2>Barbarian</h2>
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<p>Table: Core Barbarian Traits</p>
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<table>
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<thead>
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<tr>
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<th></th>
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<th></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Primary Ability</td>
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<td>Strength</td>
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</tr>
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<tr>
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<td>Hit Point Die</td>
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<td>D12 per Barbarian level</td>
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</tr>
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<tr>
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<td>Saving Throw Proficiencies</td>
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<td>Strength and Constitution</td>
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</tr>
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<tr>
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<td>Skill Proficiencies</td>
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<td>Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival</td>
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</tr>
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<tr>
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<td>Weapon Proficiencies</td>
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<td>Simple and Martial weapons</td>
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</tr>
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<tr>
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<td>Armor Training</td>
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<td>Light and Medium armor and Shields</td>
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</tr>
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<tr>
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<td>Starting Equipment</td>
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<td>Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP</td>
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</tr>
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</tbody>
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</table>
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<h3>Becoming a Barbarian …</h3>
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<h4>As a Level 1 Character</h4>
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<p>• Gain all the traits in the Core Barbarian Traits table.</p>
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<p>• Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table.</p>
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<h4>As a Multiclass Character</h4>
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<ul>
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<li>Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.</li>
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<li>Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table.</li>
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</ul>
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<h3>Barbarian Class Features</h3>
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<p>As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.</p>
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<p>Table: Barbarian Features</p>
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<table>
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<thead>
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<tr>
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<th>Level</th>
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<th>Proficiency Bonus</th>
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<th>Class Features</th>
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<th>Rages</th>
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<th>Rage Damage</th>
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<th>Weapon Mastery</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>1</td>
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<td>+2</td>
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<td>Rage, Unarmored Defense, Weapon Mastery</td>
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<td>2</td>
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<td>+2</td>
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<td>2</td>
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</tr>
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<tr>
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<td>2</td>
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<td>+2</td>
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<td>Danger Sense, Reckless Attack</td>
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<td>2</td>
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<td>+2</td>
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<td>2</td>
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</tr>
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<tr>
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<td>3</td>
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<td>+2</td>
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<td>Barbarian Subclass, Primal Knowledge</td>
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<td>3</td>
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<td>+2</td>
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<td>2</td>
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</tr>
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<tr>
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<td>4</td>
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<td>+2</td>
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<td>Ability Score Improvement</td>
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<td>3</td>
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<td>+2</td>
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<td>3</td>
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</tr>
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<tr>
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<td>5</td>
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<td>+3</td>
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<td>Extra Attack, Fast Movement</td>
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<td>3</td>
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<td>+2</td>
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<td>3</td>
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</tr>
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<tr>
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<td>6</td>
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<td>+3</td>
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<td>Subclass feature</td>
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<td>4</td>
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<td>+2</td>
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<td>3</td>
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</tr>
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<tr>
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<td>7</td>
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<td>+3</td>
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<td>Feral Instinct, Instinctive Pounce</td>
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<td>4</td>
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<td>+2</td>
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<td>3</td>
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</tr>
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<tr>
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<td>8</td>
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<td>+3</td>
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<td>Ability Score Improvement</td>
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<td>4</td>
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<td>+2</td>
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<td>3</td>
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||||
</tr>
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<tr>
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<td>9</td>
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<td>+4</td>
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<td>Brutal Strike</td>
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<td>4</td>
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<td>+3</td>
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<td>3</td>
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</tr>
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<tr>
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<td>10</td>
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<td>+4</td>
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||||
<td>Subclass feature</td>
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||||
<td>4</td>
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||||
<td>+3</td>
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||||
<td>4</td>
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||||
</tr>
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<tr>
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<td>11</td>
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<td>+4</td>
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<td>Relentless Rage</td>
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<td>4</td>
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<td>+3</td>
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<td>4</td>
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</tr>
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<tr>
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<td>12</td>
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||||
<td>+4</td>
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||||
<td>Ability Score Improvement</td>
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<td>5</td>
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<td>+3</td>
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<td>4</td>
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</tr>
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<tr>
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<td>13</td>
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<td>+5</td>
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<td>Improved Brutal Strike</td>
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<td>5</td>
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<td>+3</td>
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||||
<td>4</td>
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||||
</tr>
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<tr>
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<td>14</td>
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<td>+5</td>
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||||
<td>Subclass feature</td>
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<td>5</td>
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||||
<td>+3</td>
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||||
<td>4</td>
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||||
</tr>
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<tr>
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<td>15</td>
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<td>+5</td>
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<td>Persistent Rage</td>
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<td>5</td>
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<td>+3</td>
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<td>4</td>
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||||
</tr>
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<tr>
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<td>16</td>
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<td>+5</td>
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<td>Ability Score Improvement</td>
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<td>5</td>
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||||
<td>+4</td>
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||||
<td>4</td>
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</tr>
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<tr>
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<td>17</td>
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<td>+6</td>
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<td>Improved Brutal Strike</td>
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<td>6</td>
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<td>+4</td>
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<td>4</td>
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</tr>
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<tr>
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<td>18</td>
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<td>+6</td>
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<td>Indomitable Might</td>
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<td>6</td>
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<td>+4</td>
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<td>4</td>
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</tr>
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<tr>
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<td>19</td>
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<td>+6</td>
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<td>Epic Boon</td>
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<td>6</td>
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<td>+4</td>
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<td>4</td>
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</tr>
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<tr>
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<td>20</td>
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<td>+6</td>
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<td>Primal Champion</td>
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<td>6</td>
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<td>+4</td>
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<td>4</td>
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</tr>
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</tbody>
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</table>
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<h4>Level 1: Rage</h4>
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<p>You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.</p>
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<p>You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>
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<p>While active, your Rage follows the rules below. <em>Damage Resistance.</em> You have Resistance to Bludgeoning, Piercing, and Slashing damage.</p>
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<p><strong>Rage Damage.</strong> When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.</p>
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<p><strong>Strength Advantage.</strong> You have Advantage on Strength checks and Strength saving throws.</p>
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<p><strong>No Concentration or Spells.</strong> You can't maintain Concentration, and you can't cast spells.</p>
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<p><strong>Duration.</strong> The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:</p>
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<ul>
|
||||
<li>Make an attack roll against an enemy.</li>
|
||||
<li>Force an enemy to make a saving throw.</li>
|
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<li>Take a Bonus Action to extend your Rage.</li>
|
||||
</ul>
|
||||
<p>Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.</p>
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<h4>Level 1: Unarmored Defense</h4>
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<p>While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.</p>
|
||||
<h4>Level 1: Weapon Mastery</h4>
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||||
<p>Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.</p>
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<p>When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.</p>
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<h4>Level 2: Danger Sense</h4>
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<p>You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.</p>
|
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<h4>Level 2: Reckless Attack</h4>
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||||
<p>You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.</p>
|
||||
<h4>Level 3: Barbarian Subclass</h4>
|
||||
<p>You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.</p>
|
||||
<h3>Level 3: Primal Knowledge</h3>
|
||||
<p>You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.</p>
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<p>In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.</p>
|
||||
<h4>Level 5: Extra Attack</h4>
|
||||
<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 5: Fast Movement</h4>
|
||||
<p>Your speed increases by 10 feet while you aren't wearing Heavy armor.</p>
|
||||
<h4>Level 7: Feral Instinct</h4>
|
||||
<p>Your instincts are so honed that you have Advantage on Initiative rolls.</p>
|
||||
<h4>Level 7: Instinctive Pounce</h4>
|
||||
<p>As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.</p>
|
||||
<h4>Level 9: Brutal Strike</h4>
|
||||
<p>If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.</p>
|
||||
<p><strong>Forceful Blow.</strong> The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.</p>
|
||||
<p><strong>Hamstring Blow.</strong> The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time the most recent one.</p>
|
||||
<h4>Level 11: Relentless Rage</h4>
|
||||
<p>Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.</p>
|
||||
<p>Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.</p>
|
||||
<h4>Level 13: Improved Brutal Strike</h4>
|
||||
<p>You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.</p>
|
||||
<p><strong>Staggering Blow.</strong> The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.</p>
|
||||
<p><strong>Sundering Blow.</strong> Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.</p>
|
||||
<h4>Level 15: Persistent Rage</h4>
|
||||
<p>When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.</p>
|
||||
<p>In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.</p>
|
||||
<h4>Level 17: Improved Brutal Strike</h4>
|
||||
<p>The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.</p>
|
||||
<h4>Level 18: Indomitable Might</h4>
|
||||
<p>If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.</p>
|
||||
<h4>Level 20: Primal Champion</h4>
|
||||
<p>You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.</p>
|
||||
<h3>Barbarian Subclass: Path of the Berserker</h3>
|
||||
<p><em>Channel Rage into Violent Fury</em></p>
|
||||
<p>Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.</p>
|
||||
<h4>Level 3: Frenzy</h4>
|
||||
<p>If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.</p>
|
||||
<h4>Level 6: Mindless Rage</h4>
|
||||
<p>You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.</p>
|
||||
<h4>Level 10: Retaliation</h4>
|
||||
<p>When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.</p>
|
||||
<h4>Level 14: Intimidating Presence</h4>
|
||||
<p>As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.</p>
|
||||
<p>Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.</p>
|
||||
</body>
|
||||
</html>
|
||||
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rules/html/5.2 SRD (D&D 2024)/03_Classes/02_Bard.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/02_Bard.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/03_Cleric.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/03_Cleric.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/04_Druid.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/04_Druid.html
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299
rules/html/5.2 SRD (D&D 2024)/03_Classes/05_Fighter.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/05_Fighter.html
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|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Fighter</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/05_Fighter.md">Markdown</a></p>
|
||||
<h2>Fighter</h2>
|
||||
<p>Table: Core Fighter Traits</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Strength or Dexterity</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D10 per Fighter level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Strength and Constitution</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple and Martial weapons</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>Light, Medium, and Heavy armor and Shields</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Becoming a Fighter …</h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<ul>
|
||||
<li>Gain all the traits in the Core Fighter Traits table.</li>
|
||||
<li>Gain the Fighter's level 1 features, which are listed in the Fighter Features table.</li>
|
||||
</ul>
|
||||
<h4>As a Multiclass Character</h4>
|
||||
<ul>
|
||||
<li>Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.</li>
|
||||
<li>Gain the Fighter's level 1 features, which are listed in the Fighter Features table.</li>
|
||||
</ul>
|
||||
<h3>Fighter Class Features</h3>
|
||||
<p>As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.</p>
|
||||
<p>Table: Fighter Features</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Second Wind</th>
|
||||
<th>Weapon Mastery</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Fighting Style, Second Wind, Weapon Mastery</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Action Surge (one use), Tactical Mind</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Fighter Subclass</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>Extra Attack, Tactical Shift</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Indomitable (one use), Tactical Master</td>
|
||||
<td>3</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Two Extra Attacks</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>Indomitable (two uses), Studied Attacks</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>4</td>
|
||||
<td>6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>Action Surge (two uses), Indomitable (three uses)</td>
|
||||
<td>4</td>
|
||||
<td>6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>4</td>
|
||||
<td>6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>4</td>
|
||||
<td>6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Three Extra Attacks</td>
|
||||
<td>4</td>
|
||||
<td>6</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Fighting Style</h4>
|
||||
<p>You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.</p>
|
||||
<p>Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.</p>
|
||||
<h4>Level 1: Second Wind</h4>
|
||||
<p>You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.</p>
|
||||
<p>You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>
|
||||
<p>When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.</p>
|
||||
<h4>Level 1: Weapon Mastery</h4>
|
||||
<p>Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.</p>
|
||||
<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>
|
||||
<h4>Level 2: Action Surge</h4>
|
||||
<p>You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.</p>
|
||||
<p>Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.</p>
|
||||
<h4>Level 2: Tactical Mind</h4>
|
||||
<p>You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.</p>
|
||||
<h4>Level 3: Fighter Subclass</h4>
|
||||
<p>You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.</p>
|
||||
<h4>Level 5: Extra Attack</h4>
|
||||
<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 5: Tactical Shift</h4>
|
||||
<p>Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.</p>
|
||||
<h4>Level 9: Indomitable</h4>
|
||||
<p>If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.</p>
|
||||
<p>You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.</p>
|
||||
<h4>Level 9: Tactical Master</h4>
|
||||
<p>When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.</p>
|
||||
<h4>Level 11: Two Extra Attacks</h4>
|
||||
<p>You can attack three times instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 13: Studied Attacks</h4>
|
||||
<p>You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>
|
||||
<h3>Level 19: Epic Boon</h3>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.</p>
|
||||
<h4>Level 20: Three Extra Attacks</h4>
|
||||
<p>You can attack four times instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h3>Fighter Subclass: Champion</h3>
|
||||
<p><em>Pursue Physical Excellence in Combat</em></p>
|
||||
<p>A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.</p>
|
||||
<h4>Level 3: Improved Critical</h4>
|
||||
<p>Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.</p>
|
||||
<h4>Level 3: Remarkable Athlete</h4>
|
||||
<p>Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.</p>
|
||||
<p>In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.</p>
|
||||
<h4>Level 7: Additional Fighting Style</h4>
|
||||
<p>You gain another Fighting Style feat of your choice.</p>
|
||||
<h4>Level 10: Heroic Warrior</h4>
|
||||
<p>The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.</p>
|
||||
<h4>Level 15: Superior Critical</h4>
|
||||
<p>Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.</p>
|
||||
<h4>Level 18: Survivor</h4>
|
||||
<p>You attain the pinnacle of resilience in battle, giving you these benefits.</p>
|
||||
<p><strong>Defy Death.</strong> You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.</p>
|
||||
<p><strong>Heroic Rally.</strong> At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.</p>
|
||||
</body>
|
||||
</html>
|
||||
352
rules/html/5.2 SRD (D&D 2024)/03_Classes/06_Monk.html
Normal file
352
rules/html/5.2 SRD (D&D 2024)/03_Classes/06_Monk.html
Normal file
@@ -0,0 +1,352 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Monk</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/06_Monk.md">Markdown</a></p>
|
||||
<h2>Monk</h2>
|
||||
<p>Table: Core Monk Traits</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Dexterity and Wisdom</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D8 per Monk level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Strength and Dexterity</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple weapons and Martial weapons that have the Light property</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Tool Proficiencies</td>
|
||||
<td>Choose one type of Artisan's Tools or Musical Instrument (see "Equipment")</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>None</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Becoming a Monk …</h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<ul>
|
||||
<li>Gain all the traits in the Core Monk Traits table.</li>
|
||||
<li>Gain the Monk's level 1 features, which are listed in the Monk Features table.</li>
|
||||
</ul>
|
||||
<h4>As a Multiclass Character</h4>
|
||||
<ul>
|
||||
<li>Gain the Hit Point Die trait from the Core Monk Traits table.</li>
|
||||
<li>Gain the Monk's level 1 features, which are listed in the Monk Features table.</li>
|
||||
</ul>
|
||||
<h3>Monk Class Features</h3>
|
||||
<p>As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.</p>
|
||||
<p>Table: Monk Features</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Martial Arts</th>
|
||||
<th>Focus Points</th>
|
||||
<th>Unarmored Movement</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Martial Arts, Unarmored Defense</td>
|
||||
<td>1d6</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Monk's Focus, Unarmored Movement, Uncanny Metabolism</td>
|
||||
<td>1d6</td>
|
||||
<td>2</td>
|
||||
<td>+10 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Deflect Attacks, Monk Subclass</td>
|
||||
<td>1d6</td>
|
||||
<td>3</td>
|
||||
<td>+10 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement, Slow Fall</td>
|
||||
<td>1d6</td>
|
||||
<td>4</td>
|
||||
<td>+10 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>Extra Attack, Stunning Strike</td>
|
||||
<td>1d8</td>
|
||||
<td>5</td>
|
||||
<td>+10 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Empowered Strikes, Subclass feature</td>
|
||||
<td>1d8</td>
|
||||
<td>6</td>
|
||||
<td>+15 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>Evasion</td>
|
||||
<td>1d8</td>
|
||||
<td>7</td>
|
||||
<td>+15 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>1d8</td>
|
||||
<td>8</td>
|
||||
<td>+15 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Acrobatic Movement</td>
|
||||
<td>1d8</td>
|
||||
<td>9</td>
|
||||
<td>+15 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Heightened Focus, Self-Restoration</td>
|
||||
<td>1d8</td>
|
||||
<td>10</td>
|
||||
<td>+20 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>1d10</td>
|
||||
<td>11</td>
|
||||
<td>+20 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>1d10</td>
|
||||
<td>12</td>
|
||||
<td>+20 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>Deflect Energy</td>
|
||||
<td>1d10</td>
|
||||
<td>13</td>
|
||||
<td>+20 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Disciplined Survivor</td>
|
||||
<td>1d10</td>
|
||||
<td>14</td>
|
||||
<td>+25 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Perfect Focus</td>
|
||||
<td>1d10</td>
|
||||
<td>15</td>
|
||||
<td>+25 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>1d10</td>
|
||||
<td>16</td>
|
||||
<td>+25 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>1d12</td>
|
||||
<td>17</td>
|
||||
<td>+25 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>Superior Defense</td>
|
||||
<td>1d12</td>
|
||||
<td>18</td>
|
||||
<td>+30 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>1d12</td>
|
||||
<td>19</td>
|
||||
<td>+30 ft.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Body and Mind</td>
|
||||
<td>1d12</td>
|
||||
<td>20</td>
|
||||
<td>+30 ft.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Martial Arts</h4>
|
||||
<p>Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:</p>
|
||||
<ul>
|
||||
<li>Simple Melee weapons</li>
|
||||
<li>Martial Melee weapons that have the Light property</li>
|
||||
</ul>
|
||||
<p>You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.</p>
|
||||
<p><strong>Bonus Unarmed Strike.</strong> You can make an Unarmed Strike as a Bonus Action.</p>
|
||||
<p><strong>Martial Arts Die.</strong> You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.</p>
|
||||
<p><strong>Dexterous Attacks.</strong> You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.</p>
|
||||
<h4>Level 1: Unarmored Defense</h4>
|
||||
<p>While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.</p>
|
||||
<h4>Level 2: Monk's Focus</h4>
|
||||
<p>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.</p>
|
||||
<p>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.</p>
|
||||
<p>When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.</p>
|
||||
<p>Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.</p>
|
||||
<p><strong>Flurry of Blows.</strong> You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.</p>
|
||||
<p><strong>Patient Defense.</strong> You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.</p>
|
||||
<p><strong>Step of the Wind.</strong> You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</p>
|
||||
<h4>Level 2: Unarmored Movement</h4>
|
||||
<p>Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.</p>
|
||||
<h4>Level 2: Uncanny Metabolism</h4>
|
||||
<p>When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.</p>
|
||||
<p>Once you use this feature, you can't use it again until you finish a Long Rest.</p>
|
||||
<h4>Level 3: Deflect Attacks</h4>
|
||||
<p>When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.</p>
|
||||
<p>If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.</p>
|
||||
<h4>Level 3: Monk Subclass</h4>
|
||||
<p>You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.</p>
|
||||
<h4>Level 4: Slow Fall</h4>
|
||||
<p>You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.</p>
|
||||
<h4>Level 5: Extra Attack</h4>
|
||||
<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 5: Stunning Strike</h4>
|
||||
<p>Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.</p>
|
||||
<h4>Level 6: Empowered Strikes</h4>
|
||||
<p>Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.</p>
|
||||
<h4>Level 7: Evasion</h4>
|
||||
<p>When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.</p>
|
||||
<p>You don't benefit from this feature if you have the Incapacitated condition.</p>
|
||||
<h4>Level 9: Acrobatic Movement</h4>
|
||||
<p>While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.</p>
|
||||
<h4>Level 10: Heightened Focus</h4>
|
||||
<p>Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.</p>
|
||||
<p><strong>Flurry of Blows.</strong> You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.</p>
|
||||
<p><strong>Patient Defense.</strong> When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.</p>
|
||||
<p><strong>Step of the Wind.</strong> When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.</p>
|
||||
<h4>Level 10: Self-Restoration</h4>
|
||||
<p>Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.</p>
|
||||
<p>In addition, forgoing food and drink doesn't give you levels of Exhaustion.</p>
|
||||
<h4>Level 13: Deflect Energy</h4>
|
||||
<p>You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.</p>
|
||||
<h4>Level 14: Disciplined Survivor</h4>
|
||||
<p>Your physical and mental discipline grant you proficiency in all saving throws.</p>
|
||||
<p>Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.</p>
|
||||
<h4>Level 15: Perfect Focus</h4>
|
||||
<p>When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.</p>
|
||||
<h4>Level 18: Superior Defense</h4>
|
||||
<p>At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.</p>
|
||||
<h4>Level 20: Body and Mind</h4>
|
||||
<p>You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.</p>
|
||||
<h3>Monk Subclass: Warrior of the Open Hand</h3>
|
||||
<p><em>Master Unarmed Combat Techniques</em></p>
|
||||
<p>Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.</p>
|
||||
<h4>Level 3: Open Hand Technique</h4>
|
||||
<p>Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.</p>
|
||||
<p><strong>Addle.</strong> The target can't make Opportunity Attacks until the start of its next turn.</p>
|
||||
<p><strong>Push.</strong> The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.</p>
|
||||
<p><strong>Topple.</strong> The target must succeed on a Dexterity saving throw or have the Prone condition.</p>
|
||||
<h4>Level 6: Wholeness of Body</h4>
|
||||
<p>You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).</p>
|
||||
<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>
|
||||
<h4>Level 11: Fleet Step</h4>
|
||||
<p>When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.</p>
|
||||
<h4>Level 17: Quivering Palm</h4>
|
||||
<p>You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.</p>
|
||||
<p>You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).</p>
|
||||
</body>
|
||||
</html>
|
||||
713
rules/html/5.2 SRD (D&D 2024)/03_Classes/07_Paladin.html
Normal file
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rules/html/5.2 SRD (D&D 2024)/03_Classes/07_Paladin.html
Normal file
@@ -0,0 +1,713 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Paladin</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/07_Paladin.md">Markdown</a></p>
|
||||
<h2>Paladin</h2>
|
||||
<p>Table: Core Paladin Traits**</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Strength and Charisma</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D10 per Paladin level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Wisdom and Charisma</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple and Martial weapons</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>Light, Medium, and Heavy armor and Shields</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3><strong>Becoming a Paladin …</strong></h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<p>• Gain all the traits in the Core Paladin Traits table.</p>
|
||||
<p>• Gain the Paladin's level 1 features, which are listed in the Paladin Features table.</p>
|
||||
<h2><strong>As a Multiclass Character</strong></h2>
|
||||
<ul>
|
||||
<li>Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.</li>
|
||||
<li>Gain the Paladin's level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.</li>
|
||||
</ul>
|
||||
<h3>Paladin Class Features</h3>
|
||||
<p>As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.</p>
|
||||
<p>Table: Paladin Features: —Spell Slots per Spell Level— </p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Channel Divinity</th>
|
||||
<th>Prepared Spells</th>
|
||||
<th>1</th>
|
||||
<th>2</th>
|
||||
<th>3</th>
|
||||
<th>4</th>
|
||||
<th>5</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Lay On Hands, Spellcasting, Weapon Mastery</td>
|
||||
<td>—</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Fighting Style, Paladin's Smite</td>
|
||||
<td>—</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Channel Divinity, Paladin Subclass</td>
|
||||
<td>2</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>2</td>
|
||||
<td>5</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>Extra Attack, Faithful Steed</td>
|
||||
<td>2</td>
|
||||
<td>6</td>
|
||||
<td>4</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Aura of Protection</td>
|
||||
<td>2</td>
|
||||
<td>6</td>
|
||||
<td>4</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>2</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>2</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Abjure Foes</td>
|
||||
<td>2</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Aura of Courage</td>
|
||||
<td>2</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Radiant Strikes</td>
|
||||
<td>3</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>—</td>
|
||||
<td>3</td>
|
||||
<td>11</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Restoring Touch</td>
|
||||
<td>3</td>
|
||||
<td>11</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>3</td>
|
||||
<td>12</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>12</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>—</td>
|
||||
<td>3</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>Aura Expansion</td>
|
||||
<td>3</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>3</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>3</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Lay On Hands</h4>
|
||||
<p>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.</p>
|
||||
<p>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.</p>
|
||||
<p>You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.</p>
|
||||
<h4>Level 1: Spellcasting</h4>
|
||||
<p>You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.</p>
|
||||
<p><strong>Spell Slots.</strong> The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>
|
||||
<p><strong>Prepared Spells of Level 1+</strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. <em>Heroism</em> and <em>Searing Smite</em> are recommended.</p>
|
||||
<p>The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.</p>
|
||||
<p>If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.</p>
|
||||
<p><strong>Changing Your Prepared Spells.</strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.</p>
|
||||
<p><strong>Spellcasting Ability.</strong> Charisma is your spellcasting ability for your Paladin spells.</p>
|
||||
<p><strong>Spellcasting Focus.</strong> You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.</p>
|
||||
<h4>Level 1: Weapon Mastery</h4>
|
||||
<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.</p>
|
||||
<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.</p>
|
||||
<h4>Level 2: Fighting Style</h4>
|
||||
<p>You gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below.</p>
|
||||
<p><strong>Blessed Warrior.</strong> You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). <em>Guidance</em> and <em>Sacred Flame</em> are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.</p>
|
||||
<h4>Level 2: Paladin's Smite</h4>
|
||||
<p>You always have the <em>Divine Smite</em> spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.</p>
|
||||
<h4>Level 3: Channel Divinity</h4>
|
||||
<p>You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.</p>
|
||||
<p>You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.</p>
|
||||
<p>If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.</p>
|
||||
<p><strong>Divine Sense.</strong> As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the <em>Hallow</em> spell.</p>
|
||||
<blockquote>
|
||||
<h3>Breaking Your Oath</h3>
|
||||
<p>A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.</p>
|
||||
<p>A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.</p>
|
||||
<p>If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.</p>
|
||||
</blockquote>
|
||||
<h4>Level 3: Paladin Subclass</h4>
|
||||
<p>You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.</p>
|
||||
<h4>Level 5: Extra Attack</h4>
|
||||
<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 5: Faithful Steed</h4>
|
||||
<p>You can call on the aid of an otherworldly steed. You always have the <em>Find Steed</em> spell prepared.</p>
|
||||
<p>You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.</p>
|
||||
<h4>Level 6: Aura of Protection</h4>
|
||||
<p>You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.</p>
|
||||
<p>You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).</p>
|
||||
<p>If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.</p>
|
||||
<h4>Level 9: Abjure Foes</h4>
|
||||
<p>As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.</p>
|
||||
<h4>Level 10: Aura of Courage</h4>
|
||||
<p>You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.</p>
|
||||
<h4>Level 11: Radiant Strikes</h4>
|
||||
<p>Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.</p>
|
||||
<h4>Level 14: Restoring Touch</h4>
|
||||
<p>When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.</p>
|
||||
<h4>Level 18: Aura Expansion</h4>
|
||||
<p>Your Aura of Protection is now a 30-foot Emanation.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended.</p>
|
||||
<h3>Paladin Spell List</h3>
|
||||
<p>This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, <em>C</em> means the spell requires Concentration, <em>R</em> means it's a Ritual, and <em>M</em> means it requires a specific Material component.</p>
|
||||
<p>Table: Level 1 Paladin Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Bless</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Command</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Cure Wounds</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Evil and Good</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Magic</td>
|
||||
<td>Divination</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Poison and Disease</td>
|
||||
<td>Divination</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Divine Favor</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Divine Smite</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Heroism</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Protection from Evil and Good</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Purify Food and Drink</td>
|
||||
<td>Transmutation</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Searing Smite</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Shield of Faith</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 2 Paladin Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Aid</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Find Steed</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gentle Repose</td>
|
||||
<td>Necromancy</td>
|
||||
<td>R, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Lesser Restoration</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Locate Object</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Magic Weapon</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prayer of Healing</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Protection from Poison</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Shining Smite</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Warding Bond</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Zone of Truth</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 3 Paladin Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Create Food and Water</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Daylight</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dispel Magic</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Magic Circle</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Remove Curse</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Revivify</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 4 Paladin Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Aura of Life</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Banishment</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Death Ward</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Locate Creature</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 5 Paladin Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Dispel Evil and Good</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Geas</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Greater Restoration</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Raise Dead</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Paladin Subclass: Oath of Devotion</h3>
|
||||
<p><em>Uphold the Ideals of Justice and Order</em></p>
|
||||
<p>The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.</p>
|
||||
<p>Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.</p>
|
||||
<p>These paladins share the following tenets:</p>
|
||||
<ul>
|
||||
<li>Let your word be your promise.</li>
|
||||
<li>Protect the weak and never fear to act.</li>
|
||||
<li>Let your honorable deeds be an example.</li>
|
||||
</ul>
|
||||
<h4>Level 3: Oath of Devotion Spells</h4>
|
||||
<p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.</p>
|
||||
<p>Table: Oath of Devotion Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Paladin Level</th>
|
||||
<th>Spells</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>Protection from Evil and Good, Shield of Faith</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>Aid, Zone of Truth</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>Beacon of Hope, Dispel Magic</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>Freedom of Movement, Guardian of Faith</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>Commune, Flame Strike</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 3: Sacred Weapon</h4>
|
||||
<p>When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.</p>
|
||||
<p>The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.</p>
|
||||
<p>You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.</p>
|
||||
<h4>Level 7: Aura of Devotion</h4>
|
||||
<p>You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.</p>
|
||||
<h4>Level 15: Smite of Protection</h4>
|
||||
<p>Your magical smite now radiates protective energy. Whenever you cast <em>Divine Smite</em>, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.</p>
|
||||
<h4>Level 20: Holy Nimbus</h4>
|
||||
<p>As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).</p>
|
||||
<p><strong>Holy Ward.</strong> You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.</p>
|
||||
<p><strong>Radiant Damage.</strong> Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.</p>
|
||||
<p><strong>Sunlight.</strong> The aura is filled with Bright Light that is sunlight.</p>
|
||||
</body>
|
||||
</html>
|
||||
718
rules/html/5.2 SRD (D&D 2024)/03_Classes/08_Ranger.html
Normal file
718
rules/html/5.2 SRD (D&D 2024)/03_Classes/08_Ranger.html
Normal file
@@ -0,0 +1,718 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Ranger</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/08_Ranger.md">Markdown</a></p>
|
||||
<h2>Ranger</h2>
|
||||
<p>Table: Core Ranger Traits</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Dexterity and Wisdom</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D10 per Ranger level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Strength and Dexterity</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple and Martial weapons</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>Light and Medium armor and Shields</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Ar rows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Becoming a Ranger …</h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<ul>
|
||||
<li>Gain all the traits in the Core Ranger Traits table.</li>
|
||||
<li>Gain the Ranger's level 1 features, which are listed in the Ranger Features table.</li>
|
||||
</ul>
|
||||
<h4>As a Multiclass Character</h4>
|
||||
<ul>
|
||||
<li>Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields.</li>
|
||||
<li>Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.</li>
|
||||
</ul>
|
||||
<h3>Ranger Class Features</h3>
|
||||
<p>As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.</p>
|
||||
<p>Table: Ranger Features: —Spell Slots per Spell Level—</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Favored Enemy</th>
|
||||
<th>Prepared Spells</th>
|
||||
<th>1</th>
|
||||
<th>2</th>
|
||||
<th>3</th>
|
||||
<th>4</th>
|
||||
<th>5</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Spellcasting, Favored Enemy, Weapon Mastery</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Deft Explorer, Fighting Style</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Ranger Subclass</td>
|
||||
<td>2</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>2</td>
|
||||
<td>5</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>Extra Attack</td>
|
||||
<td>3</td>
|
||||
<td>6</td>
|
||||
<td>4</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Roving</td>
|
||||
<td>3</td>
|
||||
<td>6</td>
|
||||
<td>4</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>3</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Expertise</td>
|
||||
<td>4</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Tireless</td>
|
||||
<td>4</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>4</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>4</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>—</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>Relentless Hunter</td>
|
||||
<td>5</td>
|
||||
<td>11</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Nature's Veil</td>
|
||||
<td>5</td>
|
||||
<td>11</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>5</td>
|
||||
<td>12</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>5</td>
|
||||
<td>12</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>Precise Hunter</td>
|
||||
<td>6</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>Feral Senses</td>
|
||||
<td>6</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>6</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Foe Slayer</td>
|
||||
<td>6</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Spellcasting</h4>
|
||||
<p>You have learned to channel the magical essence of nature to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.</p>
|
||||
<p><strong>Spell Slots.</strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>
|
||||
<p><strong>Prepared Spells of Level 1+</strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. <em>Cure Wounds</em> and <em>Ensnaring Strike</em> are recommended.</p>
|
||||
<p>The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>
|
||||
<p>If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>
|
||||
<p><strong>Changing Your Prepared Spells.</strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>
|
||||
<p><strong>Spellcasting Ability.</strong> Wisdom is your spellcasting ability for your Ranger spells.</p>
|
||||
<p><strong>Spellcasting Focus.</strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>
|
||||
<h4>Level 1: Favored Enemy</h4>
|
||||
<p>You always have the <em>Hunter's Mark</em> spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.</p>
|
||||
<p>The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.</p>
|
||||
<h4>Level 1: Weapon Mastery</h4>
|
||||
<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.</p>
|
||||
<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.</p>
|
||||
<h4>Level 2: Deft Explorer</h4>
|
||||
<p>Thanks to your travels, you gain the following benefits.</p>
|
||||
<p><strong>Expertise.</strong> Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.</p>
|
||||
<p><strong>Languages.</strong> You know two languages of your choice from the language tables in "Character Creation."</p>
|
||||
<h4>Level 2: Fighting Style</h4>
|
||||
<p>You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.</p>
|
||||
<p><strong>Druidic Warrior.</strong> You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). <em>Guidance</em> and <em>Starry Wisp</em> are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.</p>
|
||||
<h4>Level 3: Ranger Subclass</h4>
|
||||
<p>You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.</p>
|
||||
<h4>Level 5: Extra Attack</h4>
|
||||
<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>
|
||||
<h4>Level 6: Roving</h4>
|
||||
<p>Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</p>
|
||||
<h4>Level 9: Expertise</h4>
|
||||
<p>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</p>
|
||||
<h4>Level 10: Tireless</h4>
|
||||
<p>Primal forces now help fuel you on your journeys, granting you the following benefits.</p>
|
||||
<p><strong>Temporary Hit Points.</strong> As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>
|
||||
<p><strong>Decrease Exhaustion.</strong> Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</p>
|
||||
<h4>Level 13: Relentless Hunter</h4>
|
||||
<p>Taking damage can't break your Concentration on <em>Hunter's Mark</em>.</p>
|
||||
<h4>Level 14: Nature's Veil</h4>
|
||||
<p>You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.</p>
|
||||
<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>
|
||||
<h4>Level 17: Precise Hunter</h4>
|
||||
<p>You have Advantage on attack rolls against the creature currently marked by your <em>Hunter's Mark</em>.</p>
|
||||
<h4>Level 18: Feral Senses</h4>
|
||||
<p>Your connection to the forces of nature grants you Blindsight with a range of 30 feet.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.</p>
|
||||
<h4>Level 20: Foe Slayer</h4>
|
||||
<p>The damage die of your <em>Hunter's Mark</em> is a d10 rather than a d6.</p>
|
||||
<h3>Ranger Spell List</h3>
|
||||
<p>This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, <em>C</em> means the spell requires Concentration, <em>R</em> means it's a Ritual, and <em>M</em> means it requires a specific Material component.</p>
|
||||
<p>Table: Level 1 Ranger Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Alarm</td>
|
||||
<td>Abjuration</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Animal Friendship</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Cure Wounds</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Magic</td>
|
||||
<td>Divination</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Poison and Disease</td>
|
||||
<td>Divination</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ensnaring Strike</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Entangle</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Fog Cloud</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Goodberry</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hunter's Mark</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Jump</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Longstrider</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Speak with Animals</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 2 Ranger Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Aid</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Animal Messenger</td>
|
||||
<td>Enchantment</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Barkskin</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Darkvision</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Enhance Ability</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Find Traps</td>
|
||||
<td>Divination</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gust of Wind</td>
|
||||
<td>Evocation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Lesser Restoration</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Locate Animals or Plants</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Locate Object</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Magic Weapon</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Pass without Trace</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Protection from Poison</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Silence</td>
|
||||
<td>Illusion</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Spike Growth</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 3 Ranger Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Conjure Animals</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Daylight</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dispel Magic</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meld into Stone</td>
|
||||
<td>Transmutation</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Nondetection</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Plant Growth</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Protection from Energy</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Revivify</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Speak with Plants</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Water Breathing</td>
|
||||
<td>Transmutation</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Water Walk</td>
|
||||
<td>Transmutation</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Wind Wall</td>
|
||||
<td>Evocation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 4 Ranger Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Conjure Woodland Beings</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dominate Beast</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Freedom of Movement</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Locate Creature</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Stoneskin</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 5 Ranger Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Commune with Nature</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Greater Restoration</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Tree Stride</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Ranger Subclass: Hunter</h3>
|
||||
<p><em>Protect Nature and People from Destruction</em></p>
|
||||
<p>You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.</p>
|
||||
<h4>Level 3: Hunter's Lore</h4>
|
||||
<p>You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your <em>Hunter's Mark</em>, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.</p>
|
||||
<h4>Level 3: Hunter's Prey</h4>
|
||||
<p>You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.</p>
|
||||
<p><strong>Colossus Slayer.</strong> Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.</p>
|
||||
<p><strong>Horde Breaker.</strong> Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.</p>
|
||||
<h4>Level 7: Defensive Tactics</h4>
|
||||
<p>You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.</p>
|
||||
<p><strong>Escape the Horde.</strong> Opportunity Attacks have Disadvantage against you.</p>
|
||||
<p><strong>Multiattack Defense.</strong> When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.</p>
|
||||
<h4>Level 11: Superior Hunter's Prey</h4>
|
||||
<p>Once per turn when you deal damage to a creature marked by your <em>Hunter's Mark</em>, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.</p>
|
||||
<h4>Level 15: Superior Hunter's Defense</h4>
|
||||
<p>When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.</p>
|
||||
</body>
|
||||
</html>
|
||||
297
rules/html/5.2 SRD (D&D 2024)/03_Classes/09_Rogue.html
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rules/html/5.2 SRD (D&D 2024)/03_Classes/09_Rogue.html
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|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Rogue</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/09_Rogue.md">Markdown</a></p>
|
||||
<h2>Rogue</h2>
|
||||
<p>Table: Core Rogue Traits</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Dexterity</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D8 per Rogue level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Dexterity and Intelligence</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 4: Acrobatics, Ath letics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple weapons and Martial weapons that have the Finesse or Light property</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Tool Proficiencies</td>
|
||||
<td>Thieves' Tools</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>Light armor</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A or B: (A) Leather Ar mor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Becoming a Rogue …</h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<ul>
|
||||
<li>Gain all the traits in the Core Rogue Traits table.</li>
|
||||
<li>Gain the Rogue's level 1 features, which are listed in the Rogue Features table.</li>
|
||||
</ul>
|
||||
<h4>As a Multiclass Character</h4>
|
||||
<ul>
|
||||
<li>Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor.</li>
|
||||
<li>Gain the Rogue's level 1 features, which are listed in the Rogue Features table.</li>
|
||||
</ul>
|
||||
<h3>Rogue Class Features</h3>
|
||||
<p>As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.</p>
|
||||
<p>Table: Rogue Features</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Sneak Attack</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery</td>
|
||||
<td>1d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Cunning Action</td>
|
||||
<td>1d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Rogue Subclass, Steady Aim</td>
|
||||
<td>2d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>2d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>Cunning Strike, Uncanny Dodge</td>
|
||||
<td>3d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Expertise</td>
|
||||
<td>3d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>Evasion, Reliable Talent</td>
|
||||
<td>4d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>4d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>5d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>5d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Improved Cunning Strike</td>
|
||||
<td>6d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>6d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>7d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Devious Strikes</td>
|
||||
<td>7d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Slippery Mind</td>
|
||||
<td>8d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>8d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>9d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>Elusive</td>
|
||||
<td>9d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>10d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Stroke of Luck</td>
|
||||
<td>10d6</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Expertise</h4>
|
||||
<p>You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.</p>
|
||||
<p>At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.</p>
|
||||
<h4>Level 1: Sneak Attack</h4>
|
||||
<p>You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.</p>
|
||||
<p>You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.</p>
|
||||
<p>The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.</p>
|
||||
<h4>Level 1: Thieves' Cant</h4>
|
||||
<p>You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."</p>
|
||||
<h4>Level 1: Weapon Mastery</h4>
|
||||
<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.</p>
|
||||
<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.</p>
|
||||
<h4>Level 2: Cunning Action</h4>
|
||||
<p>Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.</p>
|
||||
<h4>Level 3: Rogue Subclass</h4>
|
||||
<p>You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.</p>
|
||||
<h4>Level 3: Steady Aim</h4>
|
||||
<p>As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.</p>
|
||||
<h4>Level 5: Cunning Strike</h4>
|
||||
<p>You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.</p>
|
||||
<p>If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.</p>
|
||||
<p><strong>Poison (Cost: 1d6).</strong> You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.</p>
|
||||
<p>To use this effect, you must have a Poisoner's Kit on your person.</p>
|
||||
<p><strong>Trip (Cost: 1d6).</strong> If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.</p>
|
||||
<p><strong>Withdraw (Cost: 1d6).</strong> Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.</p>
|
||||
<h4>Level 5: Uncanny Dodge</h4>
|
||||
<p>When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).</p>
|
||||
<h4>Level 7: Evasion</h4>
|
||||
<p>You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.</p>
|
||||
<h4>Level 7: Reliable Talent</h4>
|
||||
<p>Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.</p>
|
||||
<h4>Level 11: Improved Cunning Strike</h4>
|
||||
<p>You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.</p>
|
||||
<h4>Level 14: Devious Strikes</h4>
|
||||
<p>You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.</p>
|
||||
<p><strong>Daze (Cost: 2d6).</strong> The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.</p>
|
||||
<p><strong>Knock Out (Cost: 6d6).</strong> The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.</p>
|
||||
<p><strong>Obscure (Cost: 3d6).</strong> The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.</p>
|
||||
<h4>Level 15: Slippery Mind</h4>
|
||||
<p>Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.</p>
|
||||
<h4>Level 18: Elusive</h4>
|
||||
<p>You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.</p>
|
||||
<h4>Level 20: Stroke of Luck</h4>
|
||||
<p>You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.</p>
|
||||
<p>Once you use this feature, you can't use it again until you finish a Short or Long Rest.</p>
|
||||
<h3>Rogue Subclass: Thief</h3>
|
||||
<p><em>Hunt for Treasure as a Classic Adventurer</em></p>
|
||||
<p>A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.</p>
|
||||
<h4>Level 3: Fast Hands</h4>
|
||||
<p>As a Bonus Action, you can do one of the following.</p>
|
||||
<p><strong>Sleight of Hand.</strong> Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.</p>
|
||||
<p><strong>Use an Object.</strong> Take the Utilize action, or take the Magic action to use a magic item that requires that action.</p>
|
||||
<h4>Level 3: Second-Story Work</h4>
|
||||
<p>You've trained to get into especially hard-to-reach places, granting you these benefits.</p>
|
||||
<p><strong>Climber.</strong> You gain a Climb Speed equal to your Speed.</p>
|
||||
<p><strong>Jumper.</strong> You can determine your jump distance using your Dexterity rather than your Strength.</p>
|
||||
<h4>Level 9: Supreme Sneak</h4>
|
||||
<p>You gain the following Cunning Strike option. <em>Stealth Attack (Cost: 1d6).</em> If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.</p>
|
||||
<h4>Level 13: Use Magic Device</h4>
|
||||
<p>You've learned how to maximize use of magic items, granting you the following benefits.</p>
|
||||
<p><strong>Attunement.</strong> You can attune to up to four magic items at once.</p>
|
||||
<p><strong>Charges.</strong> Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.</p>
|
||||
<p><strong>Scrolls.</strong> You can use any <em>Spell Scroll</em>, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.</p>
|
||||
<h3>Level 17: Thief's Reflexes</h3>
|
||||
<p>You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.</p>
|
||||
</body>
|
||||
</html>
|
||||
1431
rules/html/5.2 SRD (D&D 2024)/03_Classes/10_Sorcerer.html
Normal file
1431
rules/html/5.2 SRD (D&D 2024)/03_Classes/10_Sorcerer.html
Normal file
File diff suppressed because it is too large
Load Diff
968
rules/html/5.2 SRD (D&D 2024)/03_Classes/11_Warlock.html
Normal file
968
rules/html/5.2 SRD (D&D 2024)/03_Classes/11_Warlock.html
Normal file
@@ -0,0 +1,968 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Warlock</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../../md/5.2 SRD (D&D 2024)/03_Classes/11_Warlock.md">Markdown</a></p>
|
||||
<h2>Warlock</h2>
|
||||
<p>Table: Core Warlock Traits</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th></th>
|
||||
<th></th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Primary Ability</td>
|
||||
<td>Charisma</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hit Point Die</td>
|
||||
<td>D8 per Warlock level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Saving Throw Proficiencies</td>
|
||||
<td>Wisdom and Charisma</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Skill Proficiencies</td>
|
||||
<td>Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weapon Proficiencies</td>
|
||||
<td>Simple weapons</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Armor Training</td>
|
||||
<td>Light armor</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Starting Equipment</td>
|
||||
<td>Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Ar cane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Becoming a Warlock …</h3>
|
||||
<h4>As a Level 1 Character</h4>
|
||||
<ul>
|
||||
<li>Gain all the traits in the Core Warlock Traits table.</li>
|
||||
<li>Gain the Warlock's level 1 features, which are listed in the Warlock Features table.</li>
|
||||
</ul>
|
||||
<h4>As a Multiclass Character</h4>
|
||||
<ul>
|
||||
<li>Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.</li>
|
||||
<li>Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.</li>
|
||||
</ul>
|
||||
<h3>Warlock Class Features</h3>
|
||||
<p>As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.</p>
|
||||
<p>Table: Warlock Features</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Proficiency Bonus</th>
|
||||
<th>Class Features</th>
|
||||
<th>Eldritch Invocations</th>
|
||||
<th>Cantrips</th>
|
||||
<th>Prepared Spells</th>
|
||||
<th>Spell Slots</th>
|
||||
<th>Slot Level</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>+2</td>
|
||||
<td>Eldritch Invocations, Pact Magic</td>
|
||||
<td>1</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
<td>1</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>+2</td>
|
||||
<td>Magical Cunning</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>+2</td>
|
||||
<td>Warlock Subclass</td>
|
||||
<td>3</td>
|
||||
<td>2</td>
|
||||
<td>4</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>+2</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>3</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
<td>2</td>
|
||||
<td>2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>+3</td>
|
||||
<td>—</td>
|
||||
<td>5</td>
|
||||
<td>3</td>
|
||||
<td>6</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>+3</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>5</td>
|
||||
<td>3</td>
|
||||
<td>7</td>
|
||||
<td>2</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>+3</td>
|
||||
<td>—</td>
|
||||
<td>6</td>
|
||||
<td>3</td>
|
||||
<td>8</td>
|
||||
<td>2</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>+3</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>6</td>
|
||||
<td>3</td>
|
||||
<td>9</td>
|
||||
<td>2</td>
|
||||
<td>4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>+4</td>
|
||||
<td>Contact Patron</td>
|
||||
<td>7</td>
|
||||
<td>3</td>
|
||||
<td>10</td>
|
||||
<td>2</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>+4</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>10</td>
|
||||
<td>2</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>+4</td>
|
||||
<td>Mystic Arcanum (level 6 spell)</td>
|
||||
<td>7</td>
|
||||
<td>4</td>
|
||||
<td>11</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>+4</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>8</td>
|
||||
<td>4</td>
|
||||
<td>11</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>+5</td>
|
||||
<td>Mystic Arcanum (level 7 spell)</td>
|
||||
<td>8</td>
|
||||
<td>4</td>
|
||||
<td>12</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>+5</td>
|
||||
<td>Subclass feature</td>
|
||||
<td>8</td>
|
||||
<td>4</td>
|
||||
<td>12</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>+5</td>
|
||||
<td>Mystic Arcanum (level 8 spell)</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>13</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>+5</td>
|
||||
<td>Ability Score Improvement</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>13</td>
|
||||
<td>3</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>+6</td>
|
||||
<td>Mystic Arcanum (level 9 spell)</td>
|
||||
<td>9</td>
|
||||
<td>4</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>+6</td>
|
||||
<td>—</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>14</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>+6</td>
|
||||
<td>Epic Boon</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>+6</td>
|
||||
<td>Eldritch Master</td>
|
||||
<td>10</td>
|
||||
<td>4</td>
|
||||
<td>15</td>
|
||||
<td>4</td>
|
||||
<td>5</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 1: Eldritch Invocations</h4>
|
||||
<p>You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class's description.</p>
|
||||
<p><strong>Prerequisites.</strong> If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.</p>
|
||||
<p><strong>Replacing and Gaining Invocations.</strong> Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.</p>
|
||||
<p>When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.</p>
|
||||
<p>You can't pick the same invocation more than once unless its description says otherwise.</p>
|
||||
<h4>Level 1: Pact Magic</h4>
|
||||
<p>Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.</p>
|
||||
<p><strong>Cantrips.</strong> You know two Warlock cantrips of your choice. <em>Eldritch Blast</em> and <em>Prestidigitation</em> are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.</p>
|
||||
<p>When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.</p>
|
||||
<p><strong>Spell Slots.</strong> The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.</p>
|
||||
<p>For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell <em>Charm Person</em>, you must spend one of those slots, and you cast it as a level 3 spell.</p>
|
||||
<p><strong>Prepared Spells of Level 1+.</strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. <em>Charm Person</em> and <em>Hex</em> are recommended.</p>
|
||||
<p>The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.</p>
|
||||
<p>If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.</p>
|
||||
<p><strong>Changing Your Prepared Spells.</strong> Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.</p>
|
||||
<p><strong>Spellcasting Ability.</strong> Charisma is the spellcasting ability for your Warlock spells.</p>
|
||||
<p><strong>Spellcasting Focus.</strong> You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.</p>
|
||||
<h4>Level 2: Magical Cunning</h4>
|
||||
<p>You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.</p>
|
||||
<h4>Level 3: Warlock Subclass</h4>
|
||||
<p>You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.</p>
|
||||
<h4>Level 4: Ability Score Improvement</h4>
|
||||
<p>You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.</p>
|
||||
<h4>Level 9: Contact Patron</h4>
|
||||
<p>In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the <em>Contact Other Plane</em> spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.</p>
|
||||
<p>Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.</p>
|
||||
<h4>Level 11: Mystic Arcanum</h4>
|
||||
<p>Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.</p>
|
||||
<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.</p>
|
||||
<p>As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>
|
||||
<p>Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.</p>
|
||||
<h4>Level 19: Epic Boon</h4>
|
||||
<p>You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.</p>
|
||||
<h4>Level 20: Eldritch Master</h4>
|
||||
<p>When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.</p>
|
||||
<h3>Eldritch Invocation Options</h3>
|
||||
<p>Eldritch Invocation options appear in alphabetical order.</p>
|
||||
<h4>Agonizing Blast</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>
|
||||
<p>Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.</p>
|
||||
<p><strong>Repeatable.</strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>
|
||||
<h4>Armor of Shadows</h4>
|
||||
<p>You can cast <em>Mage Armor</em> on yourself without expending a spell slot.</p>
|
||||
<h4>Ascendant Step</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock</em></p>
|
||||
<p>You can cast <em>Levitate</em> on yourself without expending a spell slot.</p>
|
||||
<h4>Devil's Sight</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You can see normally in Dim Light and Darkness both magical and nonmagical—within 120 feet of yourself.</p>
|
||||
<h4>Devouring Blade</h4>
|
||||
<p><em>Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation</em></p>
|
||||
<p>The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.</p>
|
||||
<h4>Eldritch Mind</h4>
|
||||
<p>You have Advantage on Constitution saving throws that you make to maintain Concentration.</p>
|
||||
<h4>Eldritch Smite</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>
|
||||
<p>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.</p>
|
||||
<h4>Eldritch Spear</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>
|
||||
<p>Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.</p>
|
||||
<p><strong>Repeatable.</strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>
|
||||
<h4>Fiendish Vigor</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You can cast <em>False Life</em> on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.</p>
|
||||
<h4>Gaze of Two Minds</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock</em></p>
|
||||
<p>You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.</p>
|
||||
<p>While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.</p>
|
||||
<h4>Gift of the Depths</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock</em></p>
|
||||
<p>You can breathe underwater, and you gain a Swim Speed equal to your Speed.</p>
|
||||
<p>You can also cast <em>Water Breathing</em> once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.</p>
|
||||
<h4>Gift of the Protectors</h4>
|
||||
<p><em>Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation</em></p>
|
||||
<p>A new page appears in your <em>Book of Shadows</em> when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).</p>
|
||||
<p>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.</p>
|
||||
<p>As a Magic action, you can erase a name on the page by touching it.</p>
|
||||
<h4>Investment of the Chain Master</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation</em></p>
|
||||
<p>When you cast <em>Find Familiar</em>, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.</p>
|
||||
<p><strong>Aerial or Aquatic.</strong> The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.</p>
|
||||
<p><strong>Quick Attack.</strong> As a Bonus Action, you can command the familiar to take the Attack action.</p>
|
||||
<p><strong>Necrotic or Radiant Damage.</strong> Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.</p>
|
||||
<p><strong>Your Save DC.</strong> If the familiar forces a creature to make a saving throw, it uses your spell save DC.</p>
|
||||
<p><strong>Resistance.</strong> When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.</p>
|
||||
<h4><strong>Lessons of the First Ones</strong></h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see "Feats").</p>
|
||||
<p><strong>Repeatable.</strong> You can gain this invocation more than once. Each time you do so, choose a different Origin feat.</p>
|
||||
<h4>Lifedrinker</h4>
|
||||
<p><em>Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation</em></p>
|
||||
<p>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).</p>
|
||||
<h4>Mask of Many Faces</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You can cast <em>Disguise Self</em> without expending a spell slot.</p>
|
||||
<h4>Master of Myriad Forms</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock</em></p>
|
||||
<p>You can cast <em>Alter Self</em> without expending a spell slot.</p>
|
||||
<h4>Misty Visions</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You can cast <em>Silent Image</em> without expending a spell slot.</p>
|
||||
<h4>One with Shadows</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock</em></p>
|
||||
<p>While you're in an area of Dim Light or Darkness, you can cast <em>Invisibility</em> on yourself without expending a spell slot.</p>
|
||||
<h4>Otherworldly Leap</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock</em></p>
|
||||
<p>You can cast <em>Jump</em> on yourself without expending a spell slot.</p>
|
||||
<h4>Pact of the Blade</h4>
|
||||
<p>As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.</p>
|
||||
<p>Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.</p>
|
||||
<p>Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.</p>
|
||||
<h4>Pact of the Chain</h4>
|
||||
<p>You learn the <em>Find Familiar</em> spell and can cast it as a Magic action without expending a spell slot.</p>
|
||||
<p>When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: <strong>Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite,</strong> or <strong>Venomous Snake</strong> (see "Monsters" for the familiar's stat block).</p>
|
||||
<p>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.</p>
|
||||
<h4>Pact of the Tome</h4>
|
||||
<p>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This <em>Book of Shadows</em> (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.</p>
|
||||
<p><strong>Cantrips and Rituals.</strong> When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.</p>
|
||||
<p><strong>Spellcasting Focus.</strong> You can use the book as a Spellcasting Focus.</p>
|
||||
<h4>Repelling Blast</h4>
|
||||
<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll</em></p>
|
||||
<p>Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.</p>
|
||||
<p><strong>Repeatable.</strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>
|
||||
<h4>Thirsting Blade</h4>
|
||||
<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>
|
||||
<p>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.</p>
|
||||
<h4>Visions of Distant Realms</h4>
|
||||
<p><em>Prerequisite: Level 9+ Warlock</em> </p>
|
||||
<p>You can cast <em>Arcane Eye</em> without expending a spell slot.</p>
|
||||
<h4>Whispers of the Grave</h4>
|
||||
<p><em>Prerequisite: Level 7+ Warlock</em></p>
|
||||
<p>You can cast <em>Speak with Dead</em> without expending a spell slot.</p>
|
||||
<h4>Witch Sight</h4>
|
||||
<p><em>Prerequisite: Level 15+ Warlock</em></p>
|
||||
<p>You have Truesight with a range of 30 feet.</p>
|
||||
<h3>Warlock Spell List</h3>
|
||||
<p>This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, <em>C</em> means the spell requires Concentration, <em>R</em> means it's a Ritual, and <em>M</em> means it requires a specific Material component.</p>
|
||||
<p>Table: Cantrips (Level 0 Warlock Spells)</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Chill Touch</td>
|
||||
<td>Necromancy</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Eldritch Blast</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mage Hand</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Minor Illusion</td>
|
||||
<td>Illusion</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Poison Spray</td>
|
||||
<td>Necromancy</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prestidigitation</td>
|
||||
<td>Transmutation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>True Strike</td>
|
||||
<td>Divination</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 1 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Bane</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Charm Person</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Comprehend Languages</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Detect Magic</td>
|
||||
<td>Divination</td>
|
||||
<td>C, R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Expeditious Retreat</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hellish Rebuke</td>
|
||||
<td>Evocation</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hex</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hideous Laughter</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Illusory Script</td>
|
||||
<td>Illusion</td>
|
||||
<td>R, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Protection from Evil and Good</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Speak with Animals</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Unseen Servant</td>
|
||||
<td>Conjuration</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 2 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Darkness</td>
|
||||
<td>Evocation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Enthrall</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hold Person</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Invisibility</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mind Spike</td>
|
||||
<td>Divination</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mirror Image</td>
|
||||
<td>Illusion</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Misty Step</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ray of Enfeeblement</td>
|
||||
<td>Necromancy</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Spider Climb</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Suggestion</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 3 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Counterspell</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dispel Magic</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Fear</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Fly</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gaseous Form</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hypnotic Pattern</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Magic Circle</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Major Image</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Remove Curse</td>
|
||||
<td>Abjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Tongues</td>
|
||||
<td>Divination</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vampiric Touch</td>
|
||||
<td>Necromancy</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 4 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Banishment</td>
|
||||
<td>Abjuration</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Blight</td>
|
||||
<td>Necromancy</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Charm Monster</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dimension Door</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hallucinatory Terrain</td>
|
||||
<td>Illusion</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 5 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Contact Other Plane</td>
|
||||
<td>Divination</td>
|
||||
<td>R</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dream</td>
|
||||
<td>Illusion</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hold Monster</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mislead</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Planar Binding</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Scrying</td>
|
||||
<td>Divination</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Teleportation Circle</td>
|
||||
<td>Conjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 6 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Circle of Death</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Create Undead</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Eyebite</td>
|
||||
<td>Necromancy</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>True Seeing</td>
|
||||
<td>Divination</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 7 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Etherealness</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Finger of Death</td>
|
||||
<td>Necromancy</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forcecage</td>
|
||||
<td>Evocation</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Plane Shift</td>
|
||||
<td>Conjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 8 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Befuddlement</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Demiplane</td>
|
||||
<td>Conjuration</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dominate Monster</td>
|
||||
<td>Enchantment</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Glibness</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Power Word Stun</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Table: Level 9 Warlock Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Spell</th>
|
||||
<th>School</th>
|
||||
<th>Special</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Astral Projection</td>
|
||||
<td>Necromancy</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Foresight</td>
|
||||
<td>Divination</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gate</td>
|
||||
<td>Conjuration</td>
|
||||
<td>C, M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Imprisonment</td>
|
||||
<td>Abjuration</td>
|
||||
<td>M</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Power Word Kill</td>
|
||||
<td>Enchantment</td>
|
||||
<td>—</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>True Polymorph</td>
|
||||
<td>Transmutation</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Weird</td>
|
||||
<td>Illusion</td>
|
||||
<td>C</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Warlock Subclass: Fiend Patron</h3>
|
||||
<p><em>Make a Deal with the Lower Planes</em></p>
|
||||
<p>Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.</p>
|
||||
<h4>Level 3: Dark One's Blessing</h4>
|
||||
<p>When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.</p>
|
||||
<h4>Level 3: Fiend Spells</h4>
|
||||
<p>The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.</p>
|
||||
<p>Table: Fiend Spells</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Warlock Level</th>
|
||||
<th>Spells</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>Burning Hands, Command, Scorching Ray, Suggestion</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>Fireball, Stinking Cloud</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>Fire Shield, Wall of Fire</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>Geas, Insect Plague</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Level 6: Dark One's Own Luck</h4>
|
||||
<p>You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.</p>
|
||||
<p>You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.</p>
|
||||
<h4>Level 10: Fiendish Resilience</h4>
|
||||
<p>Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.</p>
|
||||
<h4>Level 14: Hurl Through Hell</h4>
|
||||
<p>Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.</p>
|
||||
<p>Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.</p>
|
||||
</body>
|
||||
</html>
|
||||
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rules/html/5.2 SRD (D&D 2024)/03_Classes/12_Wizard.html
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|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
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margin: auto;
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font-size: 18px;
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|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
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|
||||
</style>
|
||||
<title>03_Classes</title>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<h1>03_Classes</h1><ul>
|
||||
<li><a href="00_Classes.html">00 Classes</a></li>
|
||||
<li><a href="01_Barbarian.html">01 Barbarian</a></li>
|
||||
<li><a href="02_Bard.html">02 Bard</a></li>
|
||||
<li><a href="03_Cleric.html">03 Cleric</a></li>
|
||||
<li><a href="04_Druid.html">04 Druid</a></li>
|
||||
<li><a href="05_Fighter.html">05 Fighter</a></li>
|
||||
<li><a href="06_Monk.html">06 Monk</a></li>
|
||||
<li><a href="07_Paladin.html">07 Paladin</a></li>
|
||||
<li><a href="08_Ranger.html">08 Ranger</a></li>
|
||||
<li><a href="09_Rogue.html">09 Rogue</a></li>
|
||||
<li><a href="10_Sorcerer.html">10 Sorcerer</a></li>
|
||||
<li><a href="11_Warlock.html">11 Warlock</a></li>
|
||||
<li><a href="12_Wizard.html">12 Wizard</a></li>
|
||||
</ul>
|
||||
</body>
|
||||
</html>
|
||||
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rules/html/5.2 SRD (D&D 2024)/04_CharacterOrigins.html
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||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
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|
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body {
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|
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|
||||
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|
||||
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|
||||
</style>
|
||||
<title>Character Origins</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../md/5.2 SRD (D&D 2024)/04_CharacterOrigins.md">Markdown</a></p>
|
||||
<h1>Character Origins</h1>
|
||||
<h2>Character Backgrounds</h2>
|
||||
<p>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.</p>
|
||||
<h3>Parts of a Background</h3>
|
||||
<p>A background includes the following parts.</p>
|
||||
<h4>Ability Scores</h4>
|
||||
<p>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.</p>
|
||||
<h4>Feat</h4>
|
||||
<p>A background gives your character a specified Origin feat (described in "Feats").</p>
|
||||
<h4>Skill Proficiencies</h4>
|
||||
<p>A background gives your character proficiency in two specified skills.</p>
|
||||
<h4>Tool Proficiency</h4>
|
||||
<p>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."</p>
|
||||
<h4>Equipment</h4>
|
||||
<p>Each background offers a choice between a package of equipment and 50 GP.</p>
|
||||
<h3>Background Descriptions</h3>
|
||||
<h4>Acolyte</h4>
|
||||
<p><strong>Ability Scores:</strong> Intelligence, Wisdom, Charisma </p>
|
||||
<p><strong>Feat:</strong> Magic Initiate (Cleric) (see "Feats") </p>
|
||||
<p><strong>Skill Proficiencies:</strong> Insight and Religion</p>
|
||||
<p><strong>Tool Proficiency:</strong> Calligrapher's Supplies</p>
|
||||
<p><strong>Equipment:</strong> <em>Choose A or B:</em> (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP</p>
|
||||
<h4>Criminal</h4>
|
||||
<p><strong>Ability Scores:</strong> Dexterity, Constitution, Intelligence </p>
|
||||
<p><strong>Feat:</strong> Alert (see "Feats")</p>
|
||||
<p><strong>Skill Proficiencies:</strong> Sleight of Hand and Stealth</p>
|
||||
<p><strong>Tool Proficiency:</strong> Thieves' Tools</p>
|
||||
<p><strong>Equipment:</strong> <em>Choose A or B:</em> (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP</p>
|
||||
<h4>Sage</h4>
|
||||
<p><strong>Ability Scores:</strong> Constitution, Intelligence, Wisdom </p>
|
||||
<p><strong>Feat:</strong> Magic Initiate (Wizard) (see "Feats") </p>
|
||||
<p><strong>Skill Proficiencies:</strong> Arcana and History</p>
|
||||
<p><strong>Tool Proficiency:</strong> Calligrapher's Supplies</p>
|
||||
<p><strong>Equipment:</strong> <em>Choose A or B:</em> (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP</p>
|
||||
<h2><strong>Soldier</strong></h2>
|
||||
<p><strong>Ability Scores:</strong> Strength, Dexterity, Constitution</p>
|
||||
<p><strong>Feat:</strong> Savage Attacker (see "Feats")</p>
|
||||
<p><strong>Skill Proficiencies:</strong> Athletics and Intimidation</p>
|
||||
<p><strong>Tool Proficiency:</strong> <em>Choose one kind of Gaming Set</em> (see "Equipment")</p>
|
||||
<p><strong>Equipment:</strong> <em>Choose A or B:</em> (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP</p>
|
||||
<h2>Character Species</h2>
|
||||
<p>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.</p>
|
||||
<p>The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms.</p>
|
||||
<p>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.</p>
|
||||
<p>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 life span.</p>
|
||||
<h3>Parts of a Species</h3>
|
||||
<p>A species includes the following parts.</p>
|
||||
<h4>Creature Type</h4>
|
||||
<p>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.</p>
|
||||
<h4>Size</h4>
|
||||
<p>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.</p>
|
||||
<h4><strong>Speed</strong></h4>
|
||||
<p>Your character's species determines the character's Speed.</p>
|
||||
<h4><strong>Special Traits</strong></h4>
|
||||
<p>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.</p>
|
||||
<h3>Species Descriptions</h3>
|
||||
<h4>Dragonborn</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Medium (about 5–7 feet tall) </p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Dragonborn, you have these special traits.</p>
|
||||
<p><strong>Draconic Ancestry.</strong> 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.</p>
|
||||
<p>Table: Draconic Ancestors</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Dragon</th>
|
||||
<th>Damage Type</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Black</td>
|
||||
<td>Acid</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Blue</td>
|
||||
<td>Lightning</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Brass</td>
|
||||
<td>Fire</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Bronze</td>
|
||||
<td>Lightning</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Copper</td>
|
||||
<td>Acid</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gold</td>
|
||||
<td>Fire</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Green</td>
|
||||
<td>Poison</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Red</td>
|
||||
<td>Fire</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Silver</td>
|
||||
<td>Cold</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>White</td>
|
||||
<td>Cold</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p><strong>Breath Weapon.</strong> 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).</p>
|
||||
<p>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.</p>
|
||||
<p><strong>Damage Resistance.</strong> You have Resistance to the damage type determined by your Draconic Ancestry trait.</p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 60 feet.</p>
|
||||
<p><strong>Draconic Flight.</strong> 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.</p>
|
||||
<h4>Dwarf</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Medium (about 4–5 feet tall) </p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Dwarf, you have these special traits.</p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 120 feet.</p>
|
||||
<p><strong>Dwarven Resilience.</strong> You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.</p>
|
||||
<p><strong>Dwarven Toughness.</strong> Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.</p>
|
||||
<p><strong>Stonecunning.</strong> As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.</p>
|
||||
<p>You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.</p>
|
||||
<h4>Elf</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Medium (about 5–6 feet tall)</p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As an Elf, you have these special traits.</p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 60 feet.</p>
|
||||
<p><strong>Elven Lineage.</strong> You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.</p>
|
||||
<p>When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.</p>
|
||||
<p>Table: Elven Lineages</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Lineage</th>
|
||||
<th>Level 1</th>
|
||||
<th>Level 3</th>
|
||||
<th>Level 5</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Drow</td>
|
||||
<td>The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.</td>
|
||||
<td>Faerie Fire</td>
|
||||
<td>Darkness</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>High Elf</td>
|
||||
<td>You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.</td>
|
||||
<td>Detect Magic</td>
|
||||
<td>Misty Step</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Wood Elf</td>
|
||||
<td>Your Speed increases to 35 feet. You also know the Druidcraft cantrip.</td>
|
||||
<td>Longstrider</td>
|
||||
<td>Pass without Trace</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).</p>
|
||||
<p><strong>Fey Ancestry.</strong> You have Advantage on saving throws you make to avoid or end the Charmed condition.</p>
|
||||
<p><strong>Keen Senses.</strong> You have proficiency in the Insight, Perception, or Survival skill.</p>
|
||||
<p><strong>Trance.</strong> You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.</p>
|
||||
<h4>Gnome</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Small (about 3–4 feet tall)</p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Gnome, you have these special traits.</p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 60 feet.</p>
|
||||
<p><strong>Gnomish Cunning.</strong> You have Advantage on Intelligence, Wisdom, and Charisma saving throws.</p>
|
||||
<p><strong>Gnomish Lineage.</strong> You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):</p>
|
||||
<p><strong>Forest Gnome.</strong> You know the <em>Minor Illusion</em> cantrip. You also always have the <em>Speak with Animals</em> spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.</p>
|
||||
<p><strong>Rock Gnome.</strong> You know the <em>Mending</em> and <em>Prestidigitation</em> cantrips. In addition, you can spend 10 minutes casting <em>Prestidigitation</em> to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from <em>Prestidigitation</em>; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.</p>
|
||||
<h4>Goliath</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Medium (about 7–8 feet tall)</p>
|
||||
<p><strong>Speed:</strong> 35 feet</p>
|
||||
<p>As a Goliath, you have these special traits.</p>
|
||||
<p><strong>Giant Ancestry.</strong> You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:</p>
|
||||
<p><strong>Cloud's Jaunt (Cloud Giant).</strong> As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.</p>
|
||||
<p><strong>Fire's Burn (Fire Giant).</strong> When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.</p>
|
||||
<p><strong>Frost's Chill (Frost Giant).</strong> When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.</p>
|
||||
<p><strong>Hill's Tumble (Hill Giant).</strong> When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.</p>
|
||||
<p><strong>Stone's Endurance (Stone Giant).</strong> When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.</p>
|
||||
<p><strong>Storm's Thunder (Storm Giant).</strong> When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.</p>
|
||||
<p><strong>Large Form.</strong> Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.</p>
|
||||
<p><strong>Powerful Build.</strong> You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.</p>
|
||||
<h4>Halfling</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Small (about 2–3 feet tall) </p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Halfling, you have these special traits.</p>
|
||||
<p><strong>Brave.</strong> You have Advantage on saving throws you make to avoid or end the Frightened condition.</p>
|
||||
<p><strong>Halfling Nimbleness.</strong> You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.</p>
|
||||
<p><strong>Luck.</strong> When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.</p>
|
||||
<p><strong>Naturally Stealthy.</strong> You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.</p>
|
||||
<h4>Human</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid</p>
|
||||
<p><strong>Size:</strong> Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species</p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Human, you have these special traits.</p>
|
||||
<p><strong>Resourceful.</strong> You gain Heroic Inspiration whenever you finish a Long Rest.</p>
|
||||
<p><strong>Skillful.</strong> You gain proficiency in one skill of your choice.</p>
|
||||
<p><strong>Versatile.</strong> You gain an Origin feat of your choice (see "Feats"). Skilled is recommended.</p>
|
||||
<h4>Orc</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid </p>
|
||||
<p><strong>Size:</strong> Medium (about 6–7 feet tall)</p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As an Orc, you have these special traits.</p>
|
||||
<p><strong>Adrenaline Rush.</strong> You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.</p>
|
||||
<p>You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.</p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 120 feet.</p>
|
||||
<p><strong>Relentless Endurance.</strong> When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.</p>
|
||||
<h4>Tiefling</h4>
|
||||
<p><strong>Creature Type:</strong> Humanoid</p>
|
||||
<p><strong>Size:</strong> Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species</p>
|
||||
<p><strong>Speed:</strong> 30 feet</p>
|
||||
<p>As a Tiefling, you have the following special traits. </p>
|
||||
<p><strong>Darkvision.</strong> You have Darkvision with a range of 60 feet.</p>
|
||||
<p><strong>Fiendish Legacy.</strong> You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.</p>
|
||||
<p>When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.</p>
|
||||
<p>Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).</p>
|
||||
<p><strong>Otherworldly Presence.</strong> You know the <em>Thaumaturgy</em> cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.</p>
|
||||
<p>Table: Fiendish Legacies</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Legacy</th>
|
||||
<th>Level 1</th>
|
||||
<th>Level 3</th>
|
||||
<th>Level 5</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Abyssal</td>
|
||||
<td>You have Resistance to Poison damage. You also know the Poison Spray cantrip.</td>
|
||||
<td>Ray of Sickness</td>
|
||||
<td>Hold Person</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Chthonic</td>
|
||||
<td>You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.</td>
|
||||
<td>False Life</td>
|
||||
<td>Ray of Enfeeblement</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Infernal</td>
|
||||
<td>You have Resistance to Fire damage. You also know the Fire Bolt cantrip.</td>
|
||||
<td>Hellish Rebuke</td>
|
||||
<td>Darkness</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</body>
|
||||
</html>
|
||||
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rules/html/5.2 SRD (D&D 2024)/05_Feats.html
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||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Feats</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../md/5.2 SRD (D&D 2024)/05_Feats.md">Markdown</a></p>
|
||||
<h1>Feats</h1>
|
||||
<h2>Feat Descriptions</h2>
|
||||
<p>The feats that follow are organized by category— Origin, General, Fighting Style, or Epic Boon—and alphabetized in each category.</p>
|
||||
<h3>Parts of a Feat</h3>
|
||||
<p>The description of a feat contains the following parts, which are presented after the feat's name.</p>
|
||||
<p><strong>Category.</strong> A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you can choose from any category.</p>
|
||||
<p><strong>Prerequisite.</strong> To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat.</p>
|
||||
<p><strong>*Benefit.</strong> The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits.</p>
|
||||
<p><strong>Repeatable.</strong> A feat can be taken only once unless its description states otherwise in a "Repeatable" subsection.</p>
|
||||
<h3>Origin Feats</h3>
|
||||
<h4>Alert</h4>
|
||||
<p><em>Origin Feat</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Initiative Proficiency.</strong> When you roll Initiative, you can add your Proficiency Bonus to the roll.</p>
|
||||
<p><strong>Initiative Swap.</strong> Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.</p>
|
||||
<h4>Magic Initiate</h4>
|
||||
<p><em>Origin Feat</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Two Cantrips.</strong> You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).</p>
|
||||
<p><strong>Level 1 Spell.</strong> Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.</p>
|
||||
<p><strong>Spell Change.</strong> Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.</p>
|
||||
<p><strong>Repeatable.</strong> You can take this feat more than once, but you must choose a different spell list each time.</p>
|
||||
<h4>Savage Attacker</h4>
|
||||
<p><em>Origin Feat</em></p>
|
||||
<p>You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.</p>
|
||||
<h4>Skilled</h4>
|
||||
<p><em>Origin Feat</em></p>
|
||||
<p>You gain proficiency in any combination of three skills or tools of your choice.</p>
|
||||
<p><strong>Repeatable.</strong> You can take this feat more than once.</p>
|
||||
<h3>General Feats</h3>
|
||||
<h4>Ability Score Improvement</h4>
|
||||
<p><em>General Feat (Prerequisite: Level 4+)</em></p>
|
||||
<p>Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.</p>
|
||||
<p><strong>Repeatable.</strong> You can take this feat more than once.</p>
|
||||
<h4>Grappler</h4>
|
||||
<p><em>General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase your Strength or Dexterity score by 1, to a maximum of 20.</p>
|
||||
<p><strong>Punch and Grab.</strong> When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.</p>
|
||||
<p><strong>Attack Advantage.</strong> You have Advantage on attack rolls against a creature Grappled by you.</p>
|
||||
<p><strong>Fast Wrestler.</strong> You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.</p>
|
||||
<h3>Fighting Style Feats</h3>
|
||||
<h4>Archery</h4>
|
||||
<p><em>Fighting Style Feat (Prerequisite: Fighting Style Feature)</em></p>
|
||||
<p>You gain a +2 bonus to attack rolls you make with Ranged weapons.</p>
|
||||
<h4>Defense</h4>
|
||||
<p><em>Fighting Style Feat (Prerequisite: Fighting Style Feature)</em></p>
|
||||
<p>While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.</p>
|
||||
<h4>Great Weapon Fighting</h4>
|
||||
<p><em>Fighting Style Feat (Prerequisite: Fighting Style Feature)</em></p>
|
||||
<p>When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.</p>
|
||||
<h4>Two-Weapon Fighting</h4>
|
||||
<p><em>Fighting Style Feat (Prerequisite: Fighting Style Feature)</em></p>
|
||||
<p>When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.</p>
|
||||
<h3>Epic Boon Feats</h3>
|
||||
<h4>Boon of Combat Prowess</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase one ability score of your choice by 1, to a maximum of 30.</p>
|
||||
<p><strong>Peerless Aim.</strong> When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.</p>
|
||||
<h4>Boon of Dimensional Travel</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase one ability score of your choice by 1, to a maximum of 30.</p>
|
||||
<p><strong>Blink Steps.</strong> Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.</p>
|
||||
<h4>Boon of Fate</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase one ability score of your choice by 1, to a maximum of 30.</p>
|
||||
<p><strong>Improve Fate.</strong> When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.</p>
|
||||
<h4>Boon of Irresistible Offense</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase your Strength or Dexterity score by 1, to a maximum of 30.</p>
|
||||
<p><strong>Overcome Defenses.</strong> The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.</p>
|
||||
<p><strong>Overwhelming Strike.</strong> When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type.</p>
|
||||
<h4>Boon of Spell Recall</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)</em> </p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.</p>
|
||||
<p><strong>Free Casting.</strong> Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.</p>
|
||||
<h4>Boon of the Night Spirit</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase one ability score of your choice by 1, to a maximum of 30.</p>
|
||||
<p><strong>Merge with Shadows.</strong> While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.</p>
|
||||
<p><strong>Shadowy Form.</strong> While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.</p>
|
||||
<h4>Boon of Truesight</h4>
|
||||
<p><em>Epic Boon Feat (Prerequisite: Level 19+)</em></p>
|
||||
<p>You gain the following benefits.</p>
|
||||
<p><strong>Ability Score Increase.</strong> Increase one ability score of your choice by 1, to a maximum of 30.</p>
|
||||
<p><strong>Truesight.</strong> You have Truesight with a range of 60 feet.</p>
|
||||
</body>
|
||||
</html>
|
||||
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rules/html/5.2 SRD (D&D 2024)/06_Equipment.html
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rules/html/5.2 SRD (D&D 2024)/08_RulesGlossary.html
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<head>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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|
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padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Gameplay Toolbox</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../md/5.2 SRD (D&D 2024)/09_GameplayToolbox.md">Markdown</a></p>
|
||||
<h1>Gameplay Toolbox</h1>
|
||||
<h2>Travel Pace</h2>
|
||||
<p>A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in "Playing the Game." During any journey stage, the predominant terrain determines the characters' maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group's travel pace.</p>
|
||||
<h3>Good Roads</h3>
|
||||
<p>The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast).</p>
|
||||
<h3>Slower Travelers</h3>
|
||||
<p>The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal.</p>
|
||||
<h3>Extended Travel</h3>
|
||||
<p>Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.</p>
|
||||
<h3>Special Movement</h3>
|
||||
<p>If a party can travel at a high Speed for an extended time, as with a spell such as <em>Wind Walk</em> or a magic item such as a <em>Carpet of Flying</em>, translate the party's Speed into travel rates using these rules:</p>
|
||||
<p><strong>Miles per hour</strong> = Speed ÷ 10 </p>
|
||||
<p><strong>Miles per day</strong> (Normal pace) = Miles per hour × number of hours traveled (typically 8) </p>
|
||||
<p><strong>Fast pace</strong> = Miles per day × 1⅓ (round down) </p>
|
||||
<p><strong>Slow pace</strong> = Miles per day × 2/3 (round down)</p>
|
||||
<p>If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain.</p>
|
||||
<h3>Vehicles</h3>
|
||||
<p>Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in "Equipment") to determine their rate of travel, and they don't choose a travel pace.</p>
|
||||
<h2>Creating a Background</h2>
|
||||
<p>A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.</p>
|
||||
<p>This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it.</p>
|
||||
<h3>1: Choose Abilities</h3>
|
||||
<p>Choose three abilities that seem appropriate for the background:</p>
|
||||
<p><strong>Strength or Dexterity.</strong> These abilities are ideal for a background involving physical exertion.</p>
|
||||
<p><strong>Constitution.</strong> This ability is ideal for a background that involves endurance or long hours of activity.</p>
|
||||
<p><strong>Intelligence or Wisdom.</strong> One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.</p>
|
||||
<p><strong>Charisma.</strong> This ability is ideal for a background that involves performance or social interaction.</p>
|
||||
<p>Table: Travel Terrain</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Terrain</th>
|
||||
<th>Maximum Pace</th>
|
||||
<th>Encounter Distance</th>
|
||||
<th>Foraging DC</th>
|
||||
<th>Navigation DC</th>
|
||||
<th>Search DC</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Arctic</td>
|
||||
<td>Fast*</td>
|
||||
<td>6d6 × 10 feet</td>
|
||||
<td>20</td>
|
||||
<td>10</td>
|
||||
<td>10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Coastal</td>
|
||||
<td>Normal</td>
|
||||
<td>2d10 × 10 feet</td>
|
||||
<td>10</td>
|
||||
<td>5</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Desert</td>
|
||||
<td>Normal</td>
|
||||
<td>6d6 × 10 feet</td>
|
||||
<td>20</td>
|
||||
<td>10</td>
|
||||
<td>10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forest</td>
|
||||
<td>Normal</td>
|
||||
<td>2d8 × 10 feet</td>
|
||||
<td>10</td>
|
||||
<td>15</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Grassland</td>
|
||||
<td>Fast</td>
|
||||
<td>6d6 × 10 feet</td>
|
||||
<td>15</td>
|
||||
<td>5</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hill</td>
|
||||
<td>Normal</td>
|
||||
<td>2d10 × 10 feet</td>
|
||||
<td>15</td>
|
||||
<td>10</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mountain</td>
|
||||
<td>Slow</td>
|
||||
<td>4d10 × 10 feet</td>
|
||||
<td>20</td>
|
||||
<td>15</td>
|
||||
<td>20</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Swamp</td>
|
||||
<td>Slow</td>
|
||||
<td>2d8 × 10 feet</td>
|
||||
<td>10</td>
|
||||
<td>15</td>
|
||||
<td>20</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Underdark</td>
|
||||
<td>Normal</td>
|
||||
<td>2d6 × 10 feet</td>
|
||||
<td>20</td>
|
||||
<td>10</td>
|
||||
<td>20</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Urban</td>
|
||||
<td>Normal</td>
|
||||
<td>2d6 × 10 feet</td>
|
||||
<td>20</td>
|
||||
<td>15</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Waterborne</td>
|
||||
<td>Special†</td>
|
||||
<td>6d6 × 10 feet</td>
|
||||
<td>15</td>
|
||||
<td>10</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. </p>
|
||||
<p>† Characters' rate of travel while waterborne depends on the vehicle carrying them; see "Vehicles."</p>
|
||||
<h3>2: Choose a Feat</h3>
|
||||
<p>Choose one feat from the Origin category. See "Origin Feats" for examples of Origin feats.</p>
|
||||
<h3>3: Choose Skill Proficiencies</h3>
|
||||
<p>Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increases.</p>
|
||||
<h3>4: Choose a Tool Proficiency</h3>
|
||||
<p>Choose one tool used in the practice of the background or often associated with it.</p>
|
||||
<h3>5: Choose Equipment</h3>
|
||||
<p>Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices.</p>
|
||||
<h2>Curses and Magical Contagions</h2>
|
||||
<p>A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition.</p>
|
||||
<p>The following sections discuss curses and magical contagions in detail.</p>
|
||||
<h3>Curses</h3>
|
||||
<p>A curse typically takes one of the forms detailed below.</p>
|
||||
<h4>Bestow Curse</h4>
|
||||
<p>The simplest curses are created by the <em>Bestow Curse</em> spell. The effects of such curses are limited and can be ended by the <em>Remove Curse</em> spell.</p>
|
||||
<p><em>Bestow Curse</em> provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell.</p>
|
||||
<h4>Cursed Creatures</h4>
|
||||
<p>Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses—werewolves being a prime example.</p>
|
||||
<p>You decide how a spell like <em>Remove Curse</em> affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting <em>Remove Curse</em> on its corpse.</p>
|
||||
<h4>Cursed Magic Items</h4>
|
||||
<p>Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in "Magic Items."</p>
|
||||
<h4>Narrative Curses</h4>
|
||||
<p>A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse discussed in this section.</p>
|
||||
<p>A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like <em>Remove Curse</em> affects a curse that's part of your adventure is up to you—the spell might merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign.</p>
|
||||
<h4>Environmental Curses</h4>
|
||||
<p>Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse.</p>
|
||||
<p><strong>Demonic Possession.</strong> Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims.</p>
|
||||
<p>A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success.</p>
|
||||
<p>After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful save, the effect ends on the creature. A <em>Dispel Evil and Good</em> spell or any magic that removes a curse also ends the effect on it.</p>
|
||||
<h3>Magical Contagions</h3>
|
||||
<p>Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread.</p>
|
||||
<h4>Rest and Recuperation</h4>
|
||||
<p>If a creature infected with a magical contagion spends 3 days recuperating—engaging in no activities that would interrupt a Long Rest—the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours.</p>
|
||||
<h4>Example Contagions</h4>
|
||||
<p>The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign.</p>
|
||||
<h4>Cackle Fever</h4>
|
||||
<p><em>Magical Contagion</em></p>
|
||||
<p>Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection:</p>
|
||||
<p><strong>Fever.</strong> The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature.</p>
|
||||
<p><strong>Uncontrollable Laughter.</strong> While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.</p>
|
||||
<p><strong><em>Fighting the Contagion.</em></strong> At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year.</p>
|
||||
<p><strong><em>Spreading the Contagion.</em></strong> Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.</p>
|
||||
<h4>Sewer Plague</h4>
|
||||
<p><em>Magical Contagion</em></p>
|
||||
<p>Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection:</p>
|
||||
<p><strong>Fatigue.</strong> The creature gains 1 Exhaustion level. </p>
|
||||
<p><strong>Weakness.</strong> While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. </p>
|
||||
<p><strong>Restlessness.</strong> While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.</p>
|
||||
<p><strong><em>Fighting the Contagion.</em></strong> Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature.</p>
|
||||
<h4>Sight Rot</h4>
|
||||
<p><em>Magical Contagion</em></p>
|
||||
<p>Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends.</p>
|
||||
<p><strong><em>Fighting the Contagion.</em></strong> Magic such as a <em>Heal</em> or <em>Lesser Restoration</em> spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature.</p>
|
||||
<p><strong><em>Spreading the Contagion.</em></strong> Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.</p>
|
||||
<h2>Environmental Effects</h2>
|
||||
<h3>Deep Water</h3>
|
||||
<p>Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.</p>
|
||||
<h3>Extreme Cold</h3>
|
||||
<p>When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.</p>
|
||||
<h3>Extreme Heat</h3>
|
||||
<p>When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.</p>
|
||||
<h3>Frigid Water</h3>
|
||||
<p>A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.</p>
|
||||
<h3>Heavy Precipitation</h3>
|
||||
<p>Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames.</p>
|
||||
<h3>High Altitude</h3>
|
||||
<p>Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see "Travel Pace").</p>
|
||||
<p>Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.</p>
|
||||
<h3>Slippery Ice</h3>
|
||||
<p>Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition.</p>
|
||||
<h3>Strong Wind</h3>
|
||||
<p>Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.</p>
|
||||
<p>A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.</p>
|
||||
<h3>Thin Ice</h3>
|
||||
<p>Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see "Frigid Water" above).</p>
|
||||
<h2>Fear and Mental Stress</h2>
|
||||
<p>Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer.</p>
|
||||
<p>If you plan to use any of these rules, discuss them with your players at the start of the campaign.</p>
|
||||
<h3>Fear Effects</h3>
|
||||
<p>Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples.</p>
|
||||
<p>Table: Sample Fear DCs</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Example</th>
|
||||
<th>Save DC</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>When the characters open a sarcophagus, a harmless yet terrifying apparition appears.</td>
|
||||
<td>10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>A character triggers a magical trap that creates an illusory manifestation of that character's worst fears, visible only to that character.</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter.</td>
|
||||
<td>20</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
|
||||
<p>At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples:</p>
|
||||
<ul>
|
||||
<li>The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear.</li>
|
||||
<li>Attack rolls against the Frightened creature have Advantage.</li>
|
||||
<li>The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action.</li>
|
||||
</ul>
|
||||
<h3>Mental Stress Effects</h3>
|
||||
<p>When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect.</p>
|
||||
<p>The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage instead of no damage, at your discretion.</p>
|
||||
<p>Table: Sample Mental Stress Effects</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Example</th>
|
||||
<th>Save DC</th>
|
||||
<th>Psychic Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>A character ingests a hallucinogenic substance that distorts the charac ter's perception of reality.</td>
|
||||
<td>10</td>
|
||||
<td>1d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>A character touches a fiendish idol that tears at the character's mind, threatening to shatter it.</td>
|
||||
<td>15</td>
|
||||
<td>3d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>A magical trap flings a character into the Far Realm until the end of that character's next turn.</td>
|
||||
<td>20</td>
|
||||
<td>9d6</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Prolonged Effects</h4>
|
||||
<p>Exposure to mental stress can cause prolonged effects. Consider the following possibilities.</p>
|
||||
<p><strong><em>Short-Term Effects.</em></strong> The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the <em>Calm Emotions</em> spell or removed by the <em>Lesser Restoration</em> spell.</p>
|
||||
<p><strong><em>Long-Term Effects.</em></strong> The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the <em>Calm Emotions</em> spell or removed by the <em>Lesser Restoration</em> spell.</p>
|
||||
<p><strong><em>Indefinite Effects.</em></strong> An indefinite effect is a longterm effect (see above) that lasts until removed by a <em>Greater Restoration</em> spell. It can be suppressed by a <em>Calm Emotions</em> spell.</p>
|
||||
<h2>Poison</h2>
|
||||
<p>Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types:</p>
|
||||
<p><strong>Contact.</strong> Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.</p>
|
||||
<p><strong>Ingested.</strong> A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save.</p>
|
||||
<p><strong>Inhaled.</strong> Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.</p>
|
||||
<p><strong>Injury.</strong> Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects.</p>
|
||||
<h3>Purchasing Poison</h3>
|
||||
<p>In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.</p>
|
||||
<h3>Harvesting Poison</h3>
|
||||
<p>A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.</p>
|
||||
<h3>Sample Poisons</h3>
|
||||
<p>Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects.</p>
|
||||
<h4>Assassin's Blood (150 GP)</h4>
|
||||
<p><em>Ingested Poison</em></p>
|
||||
<p>A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.</p>
|
||||
<h4>Burnt Othur Fumes (500 GP)</h4>
|
||||
<p><em>Inhaled Poison</em></p>
|
||||
<p>A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.</p>
|
||||
<h4>Crawler Mucus (200 GP)</h4>
|
||||
<p><em>Contact Poison</em></p>
|
||||
<p>A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.</p>
|
||||
<h4>Essence of Ether (300 GP)</h4>
|
||||
<p><em>Inhaled Poison</em></p>
|
||||
<p>A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.</p>
|
||||
<h4>Malice (250 GP)</h4>
|
||||
<p><em>Inhaled Poison</em></p>
|
||||
<p>A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.</p>
|
||||
<h4>Midnight Tears (1,500 GP)</h4>
|
||||
<p><em>Ingested Poison</em></p>
|
||||
<p>A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.</p>
|
||||
<h4>Oil of Taggit (400 GP)</h4>
|
||||
<p><em>Contact Poison</em></p>
|
||||
<p>A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.</p>
|
||||
<h4>Pale Tincture (250 GP)</h4>
|
||||
<p><em>Ingested Poison</em></p>
|
||||
<p>A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.</p>
|
||||
<h4>Purple Worm Poison (2,000 GP)</h4>
|
||||
<p><em>Injury Poison</em></p>
|
||||
<p>A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.</p>
|
||||
<h4>Serpent Venom (200 GP)</h4>
|
||||
<p><em>Injury Poison</em></p>
|
||||
<p>A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.</p>
|
||||
<h4>Spider's Sting (200 GP)</h4>
|
||||
<p><em>Injury Poison</em></p>
|
||||
<p>A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.</p>
|
||||
<h4>Torpor (600 GP)</h4>
|
||||
<p><em>Ingested Poison</em></p>
|
||||
<p>A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way.</p>
|
||||
<h4>Truth Serum (150 GP)</h4>
|
||||
<p><em>Ingested Poison</em></p>
|
||||
<p>A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.</p>
|
||||
<h4>Wyvern Poison (1,200 GP)</h4>
|
||||
<p><em>Injury Poison</em></p>
|
||||
<p>A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.</p>
|
||||
<h2>Traps</h2>
|
||||
<p>Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game.</p>
|
||||
<p>The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.</p>
|
||||
<h3>Parts of a Trap</h3>
|
||||
<p>The description of a trap includes the following parts after the trap's name:</p>
|
||||
<p><strong>Severity and Levels.</strong> A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels.</p>
|
||||
<p><strong>Trigger.</strong> Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock.</p>
|
||||
<p><strong>Duration.</strong> Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation.</p>
|
||||
<p>Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range.</p>
|
||||
<h3>Example Traps</h3>
|
||||
<p>Traps are presented in alphabetical order.</p>
|
||||
<h4>Collapsing Roof</h4>
|
||||
<p><em>Deadly Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature crosses a trip wire </p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled.</p>
|
||||
<p>The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Levels</th>
|
||||
<th>Bludgeoning Damage</th>
|
||||
<th>Save DC</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5–10</td>
|
||||
<td>22 (4d10)</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11–16</td>
|
||||
<td>55 (10d10)</td>
|
||||
<td>17</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>99 (18d10)</td>
|
||||
<td>19</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Falling Net</h4>
|
||||
<p><em>Nuisance Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature crosses a trip wire </p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees.</p>
|
||||
<p>The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).</p>
|
||||
<p><strong><em>Destroy the Net.</em></strong> Reducing the Net to 0 Hit Points frees any creature trapped in it (see "Adventuring Gear" for the Net's statistics).</p>
|
||||
<p><strong><em>Set the Trap.</em></strong> A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20.</p>
|
||||
<h4>Fire-Casting Statue</h4>
|
||||
<p><em>Deadly Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature moves onto a pressure plate</p>
|
||||
<p><strong>Duration:</strong> Instantaneous, and the trap resets at the start of the next turn</p>
|
||||
<p>When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> A <em>Detect Magic</em> spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means "fire" on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap.</p>
|
||||
<p>As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Levels</th>
|
||||
<th>Fire Damage</th>
|
||||
<th>Area of Effect</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5–10</td>
|
||||
<td>22 (4d10)</td>
|
||||
<td>30-foot Cone</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11–16</td>
|
||||
<td>55 (10d10)</td>
|
||||
<td>60-foot Cone</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>99 (18d10)</td>
|
||||
<td>120-foot Cone</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Hidden Pit</h4>
|
||||
<p><em>Nuisance Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature moves onto the pit's lid </p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.</p>
|
||||
<p>A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using <em>Arcane Lock</em> or similar magic.</p>
|
||||
<p><strong><em>Escape.</em></strong> A creature needs a Climb Speed, climbing gear, or magic such as <em>Spider Climb</em> to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Levels</th>
|
||||
<th>Pit Depth</th>
|
||||
<th>Bludgeoning Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5–10</td>
|
||||
<td>30 feet</td>
|
||||
<td>10 (3d6)</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11–16</td>
|
||||
<td>60 feet</td>
|
||||
<td>21 (6d6)</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>120 feet</td>
|
||||
<td>42 (12d6)</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Poisoned Darts</h4>
|
||||
<p><em>Deadly Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature moves onto a pressure plate </p>
|
||||
<p><strong>Duration:</strong> Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times</p>
|
||||
<p>When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes.</p>
|
||||
<p>Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing.</p>
|
||||
<p>As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5–10, 14 (4d6) at levels 11–16, or 24 (7d6) at levels 17–20.</p>
|
||||
<h4>Poisoned Needle</h4>
|
||||
<p><em>Nuisance Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature opens the trap's lock improperly or fails to disarm the trap </p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only.</p>
|
||||
<p><strong><em>Avoid.</em></strong> The trap doesn't trigger if the lock is opened using a <em>Knock</em> spell or similar magic.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Levels</th>
|
||||
<th>Poison Damage</th>
|
||||
<th>Save DC</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5–10</td>
|
||||
<td>11 (2d10)</td>
|
||||
<td>13</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11–16</td>
|
||||
<td>22 (4d10)</td>
|
||||
<td>15</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>55 (10d10)</td>
|
||||
<td>17</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Rolling Stone</h4>
|
||||
<p><em>Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature moves onto a pressure plate </p>
|
||||
<p><strong>Duration:</strong> Until the stone stops rolling</p>
|
||||
<p>When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.</p>
|
||||
<p>On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition.</p>
|
||||
<p>The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering.</p>
|
||||
<p><strong><em>Destroy the Stone.</em></strong> The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage.</p>
|
||||
<p><strong><em>Slow the Stone.</em></strong> As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat.</p>
|
||||
<h4>Spiked Pit</h4>
|
||||
<p><em>Deadly Trap (Levels 1–4)</em></p>
|
||||
<p><strong>Trigger:</strong> A creature moves onto the pit's lid </p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.</p>
|
||||
<p>A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes.</p>
|
||||
<p><strong><em>Detect and Disarm.</em></strong> As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an <em>Arcane Lock</em> spell or similar magic.</p>
|
||||
<p><strong><em>Escape.</em></strong> A creature needs a Climb Speed, climbing gear, or magic such as a <em>Spider Climb</em> spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.</p>
|
||||
<p><strong><em>At Higher Levels.</em></strong> You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Levels</th>
|
||||
<th>Pit Depth</th>
|
||||
<th>Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5–10</td>
|
||||
<td>30 feet</td>
|
||||
<td>10 (3d6) Bludgeoning plus 13 (3d8) Piercing</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11–16</td>
|
||||
<td>60 feet</td>
|
||||
<td>21 (6d6) Bludgeoning plus 36 (8d8) Piercing</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>120 feet</td>
|
||||
<td>42 (12d6) Bludgeoning plus 57 (13d8) Piercing</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h2>Combat Encounters</h2>
|
||||
<p>The following features can make a combat encounter more interesting or challenging:</p>
|
||||
<p><strong>Changes in Elevation.</strong> Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport.</p>
|
||||
<p><strong>Defensive Positions.</strong> Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around.</p>
|
||||
<p><strong>Mixed Monster Groups.</strong> When different types of monsters work together, they can combine their abilities—just like characters with different classes and origins. A diverse force is more powerful.</p>
|
||||
<p><strong>Reasons to Move.</strong> Use features that encourage characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps.</p>
|
||||
<h3>Combat Encounter Difficulty</h3>
|
||||
<p>Use the following guidelines to create a combat encounter of a desired level of difficulty.</p>
|
||||
<h4>Step 1: Choose a Difficulty</h4>
|
||||
<p>Three categories describe the range of encounter difficulty:</p>
|
||||
<p><strong>Low Difficulty.</strong> An encounter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating.</p>
|
||||
<p><strong>Moderate Difficulty.</strong> Absent healing and other resources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die.</p>
|
||||
<p><strong>High Difficulty.</strong> A high-difficulty encounter could be lethal for one or more characters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck.</p>
|
||||
<h4>Step 2: Determine Your XP Budget</h4>
|
||||
<p>Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter.</p>
|
||||
<p>Table: XP Budget per Character: ——— Encounter Difficulty ——— </p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Party's Level</th>
|
||||
<th>Low DC</th>
|
||||
<th>Moderate DC</th>
|
||||
<th>High DC</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>50</td>
|
||||
<td>75</td>
|
||||
<td>100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>100</td>
|
||||
<td>150</td>
|
||||
<td>200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>150</td>
|
||||
<td>225</td>
|
||||
<td>400</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>250</td>
|
||||
<td>375</td>
|
||||
<td>500</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>500</td>
|
||||
<td>750</td>
|
||||
<td>1,100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>600</td>
|
||||
<td>1,000</td>
|
||||
<td>1,400</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>750</td>
|
||||
<td>1,300</td>
|
||||
<td>1,700</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>1,000</td>
|
||||
<td>1,700</td>
|
||||
<td>2,100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>1,300</td>
|
||||
<td>2,000</td>
|
||||
<td>2,600</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>1,600</td>
|
||||
<td>2,300</td>
|
||||
<td>3,100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>1,900</td>
|
||||
<td>2,900</td>
|
||||
<td>4,100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>2,200</td>
|
||||
<td>3,700</td>
|
||||
<td>4,700</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>2,600</td>
|
||||
<td>4,200</td>
|
||||
<td>5,400</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>2,900</td>
|
||||
<td>4,900</td>
|
||||
<td>6,200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>3,300</td>
|
||||
<td>5,400</td>
|
||||
<td>7,800</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>3,800</td>
|
||||
<td>6,100</td>
|
||||
<td>9,800</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>4,500</td>
|
||||
<td>7,200</td>
|
||||
<td>11,700</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>5,000</td>
|
||||
<td>8,700</td>
|
||||
<td>14,200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>5,500</td>
|
||||
<td>10,700</td>
|
||||
<td>17,200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>6,400</td>
|
||||
<td>13,200</td>
|
||||
<td>22,000</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Step 3: Spend Your Budget</h4>
|
||||
<p>Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below:</p>
|
||||
<p><strong>Example 1.</strong> A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4, for a total of 200 XP. With that, you could build any of the following encounters:
|
||||
- 1 <strong>Bugbear Warrior</strong> (200 XP)
|
||||
- 2 <strong>Giant Wasps</strong> (100 XP each), for 200 XP total
|
||||
- 6 <strong>Giant Rats</strong> (25 XP each), for 150 XP total</p>
|
||||
<p><strong>Example 2.</strong> A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5, for a total of 1,125 XP. With that, you could build either of these encounters:
|
||||
- 2 <strong>Druids</strong> (450 XP each) and 9 <strong>Stirges</strong> (25 XP each), for 1,125 XP total
|
||||
- 1 <strong>Wight</strong> (700 XP), 1 <strong>Warhorse Skeleton</strong> (100 XP), and 6 <strong>Skeletons</strong> (50 XP each), for 1,100 XP total</p>
|
||||
<p><strong>Example 3.</strong> A high-difficulty encounter for six level 15 characters has an XP budget of 7,800 × 6, for a total of 46,800 XP. With that, you could build this encounter:</p>
|
||||
<ul>
|
||||
<li>2 <strong>Adult Red Dragons</strong> (18,000 XP each) and 2 <strong>Fire Giants</strong> (5,000 XP each), for 46,000 XP total</li>
|
||||
</ul>
|
||||
<h3>Troubleshooting</h3>
|
||||
<p>When creating and running combat encounters, keep the following in mind.</p>
|
||||
<h4>Many Creatures</h4>
|
||||
<p>The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2.</p>
|
||||
<h4>Adjustments</h4>
|
||||
<p>A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder).</p>
|
||||
<h4>CR 0 Creatures</h4>
|
||||
<p>Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead.</p>
|
||||
<h4>Number of Stat Blocks</h4>
|
||||
<p>The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex.</p>
|
||||
<h4>Powerful Creatures</h4>
|
||||
<p>If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an <strong>Ogre</strong> (CR 2) can kill a level 1 Wizard with a single blow.</p>
|
||||
<h4>Unusual Features</h4>
|
||||
<p>If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rating.</p>
|
||||
</body>
|
||||
</html>
|
||||
3572
rules/html/5.2 SRD (D&D 2024)/10_MagicItems.html
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rules/html/5.2 SRD (D&D 2024)/10_MagicItems.html
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rules/html/5.2 SRD (D&D 2024)/11_Monsters.html
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rules/html/5.2 SRD (D&D 2024)/11_Monsters.html
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|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>Monsters</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../md/5.2 SRD (D&D 2024)/11_Monsters.md">Markdown</a></p>
|
||||
<h1>Monsters</h1>
|
||||
<h2>Stat Block Overview</h2>
|
||||
<p>A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts:</p>
|
||||
<ul>
|
||||
<li><strong>Name and General Details.</strong> The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment.</li>
|
||||
<li><strong>Combat Highlights.</strong> Armor Class, Hit Points, Speed, and Initiative are provided here.</li>
|
||||
<li><strong>Ability Scores.</strong> A monster's ability scores, ability modifiers, and saving throws are listed here.</li>
|
||||
<li><strong>Other Details.</strong> The monster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear.</li>
|
||||
<li><strong>Traits.</strong> Monster characteristics that are active at all times or during certain situations appear here.</li>
|
||||
<li><strong>Actions.</strong> The monster can take the actions here in addition to those in "Playing the Game."</li>
|
||||
<li><strong>Bonus Actions.</strong> This section provides a monster's Bonus Actions, if any.</li>
|
||||
<li><strong>Reactions and Legendary Actions.</strong> These sections provide Reactions and Legendary Actions, if any.</li>
|
||||
</ul>
|
||||
<h2>Parts of a Stat Block</h2>
|
||||
<p>The rules for a stat block are detailed in "Rules Glossary" and in this section.</p>
|
||||
<h3>Size</h3>
|
||||
<p>A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See "Playing the Game" for information on size.</p>
|
||||
<h3>Creature Type</h3>
|
||||
<p>Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type.</p>
|
||||
<p>The game includes the following creature types, which have no rules of their own:</p>
|
||||
<ul>
|
||||
<li><strong>Aberrations</strong> are utterly alien beings, such as aboleths and cloakers.</li>
|
||||
<li><strong>Beasts</strong> are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals.</li>
|
||||
<li><strong>Celestials</strong> are magical creatures, such as angels and pegasi, with ties to the Upper Planes.</li>
|
||||
<li><strong>Constructs</strong> are magically created creatures such as homunculi and shield guardians.</li>
|
||||
<li><strong>Dragons</strong> are scaly beings of ancient origin, such as red dragons and wyverns.</li>
|
||||
<li><strong>Elementals</strong> are beings from the Elemental Planes, such as efreet and water elementals.</li>
|
||||
<li><strong>Fey</strong> are creatures tied to the Feywild or the forces of nature, such as dryads and goblins.</li>
|
||||
<li><strong>Fiends</strong> are creatures tied to terrifying Lower Planes, such as balors and hell hounds.</li>
|
||||
<li><strong>Giants</strong> are towering beings with humanlike shapes, like fire giants and trolls.</li>
|
||||
<li><strong>Humanoids</strong> are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species.</li>
|
||||
<li><strong>Monstrosities</strong> are unnatural creatures with strange origins, such as mimics and owlbears.</li>
|
||||
<li><strong>Oozes</strong> are gelatinous creatures, including black puddings and gelatinous cubes.</li>
|
||||
<li><strong>Plants</strong> are sentient vegetation and fungal monsters, such as shambling mounds and treants.</li>
|
||||
<li><strong>Undead</strong> are spirits and the reanimated dead, such as ghosts, vampires, and zombies.</li>
|
||||
</ul>
|
||||
<h4>Descriptive Tags</h4>
|
||||
<p>A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them.</p>
|
||||
<h3>Alignment</h3>
|
||||
<p>The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or realworld folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments.</p>
|
||||
<p>"Character Creation" describes the nine alignments and unaligned creatures.</p>
|
||||
<h3>Armor Class</h3>
|
||||
<p>A monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See "Playing the Game" for information on Armor Class.</p>
|
||||
<h3>Initiative</h3>
|
||||
<p>The Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiative modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number.</p>
|
||||
<p>If you don't want to roll a monster's Initiative, use the Initiative score as the monster's Initiative in combat. Initiative is further detailed in "Playing the Game<em>."</em></p>
|
||||
<h3>Hit Points</h3>
|
||||
<p>A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in parentheses to determine the monster's Hit Points randomly; don't use both.</p>
|
||||
<p>A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table.</p>
|
||||
<p>Table: Hit Dice by Size</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Monster Size</th>
|
||||
<th>Hit Die</th>
|
||||
<th>Average HP per Die</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Tiny</td>
|
||||
<td>d4</td>
|
||||
<td>2½</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Small</td>
|
||||
<td>d6</td>
|
||||
<td>3½</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Medium</td>
|
||||
<td>d8</td>
|
||||
<td>4½</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Large</td>
|
||||
<td>d10</td>
|
||||
<td>5½</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Huge</td>
|
||||
<td>d12</td>
|
||||
<td>6½</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gargantuan</td>
|
||||
<td>d20</td>
|
||||
<td>10½</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>A monster's Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (average 11).</p>
|
||||
<p>For more on Hit Points, see "Playing the Game<em>."</em></p>
|
||||
<h3>Speed</h3>
|
||||
<p>The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in "Rules Glossary<em>."</em></p>
|
||||
<h3>Ability Scores</h3>
|
||||
<p>Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see "Playing the Game<em>."</em></p>
|
||||
<h3>Skills</h3>
|
||||
<p>The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply.</p>
|
||||
<h3>Resistances and Vulnerabilities</h3>
|
||||
<p>These entries list a monster's Resistances and Vulnerabilities, if any. See "Playing the Game" for more information.</p>
|
||||
<blockquote>
|
||||
<h3>Running a Monster</h3>
|
||||
<p>To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat:</p>
|
||||
<ul>
|
||||
<li><strong>Special Abilities.</strong> If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible.</li>
|
||||
<li><strong>Multiattack.</strong> If the monster has Multiattack, have it use Multiattack on any of its turns in which it's not using one of its more powerful abilities.</li>
|
||||
<li><strong>Bonus Actions, Reactions, Legendary Actions.</strong> If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.</li>
|
||||
</ul>
|
||||
</blockquote>
|
||||
<h3>Immunities</h3>
|
||||
<p>This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See "Playing the Game" for details.</p>
|
||||
<h3>Gear</h3>
|
||||
<p>Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in "Equipment" for that item. When used by someone else, a retrievable item uses its "Equipment" rules, ignoring any special flourishes in the stat block.</p>
|
||||
<p>The Gear entry doesn't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry.</p>
|
||||
<p>Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated.</p>
|
||||
<h4>Ammunition and Ranged Attacks</h4>
|
||||
<p>A monster that requires ammunition to make ranged attacks carries the necessary ammunition.</p>
|
||||
<h4>Equipping a Monster with Other Items</h4>
|
||||
<p>You may equip monsters with additional gear however you like, using the items in "Equipment" for inspiration. You decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable.</p>
|
||||
<p>Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in "Equipment." A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.</p>
|
||||
<h3>Senses</h3>
|
||||
<p>The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in "Rules Glossary."</p>
|
||||
<h3>Languages</h3>
|
||||
<p>This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. "None" indicates that a creature doesn't comprehend any language.</p>
|
||||
<h4>Telepathy</h4>
|
||||
<p>Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See "Rules Glossary" for more information.</p>
|
||||
<h3>Challenge Rating</h3>
|
||||
<p>Challenge Rating is defined in "Rules Glossary," while guidance on using CR to plan potential combat encounters is in "Gameplay Toolbox."</p>
|
||||
<h4>Experience Points</h4>
|
||||
<p>The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it.</p>
|
||||
<p>Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block.</p>
|
||||
<p>Table: Experience Points by Challenge Rating</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>CR</th>
|
||||
<th>XP</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>0</td>
|
||||
<td>0 or 10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>1/8</td>
|
||||
<td>25</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>1/4</td>
|
||||
<td>50</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>1/2</td>
|
||||
<td>100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td>200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>2</td>
|
||||
<td>450</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>3</td>
|
||||
<td>700</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td>1,100</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td>1,800</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td>2,300</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>7</td>
|
||||
<td>2,900</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>8</td>
|
||||
<td>3,900</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9</td>
|
||||
<td>5,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>10</td>
|
||||
<td>5,900</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>11</td>
|
||||
<td>7,200</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>12</td>
|
||||
<td>8,400</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13</td>
|
||||
<td>10,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14</td>
|
||||
<td>11,500</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15</td>
|
||||
<td>13,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>16</td>
|
||||
<td>15,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17</td>
|
||||
<td>18,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18</td>
|
||||
<td>20,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19</td>
|
||||
<td>22,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20</td>
|
||||
<td>25,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>21</td>
|
||||
<td>33,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>22</td>
|
||||
<td>41,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>23</td>
|
||||
<td>50,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>24</td>
|
||||
<td>62,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>25</td>
|
||||
<td>75,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>26</td>
|
||||
<td>90,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>27</td>
|
||||
<td>105,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>28</td>
|
||||
<td>120,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>29</td>
|
||||
<td>135,000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>30</td>
|
||||
<td>155,000</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h4>Proficiency Bonus</h4>
|
||||
<p>A monster's Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor.</p>
|
||||
<p>Table: Proficiency Bonus by Challenge Rating</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>CR</th>
|
||||
<th>PB</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>0–4</td>
|
||||
<td>+2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5–8</td>
|
||||
<td>+3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9–12</td>
|
||||
<td>+4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>13–16</td>
|
||||
<td>+5</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>17–20</td>
|
||||
<td>+6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>21–24</td>
|
||||
<td>+7</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>25–28</td>
|
||||
<td>+8</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>29–30</td>
|
||||
<td>+9</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>Traits</h3>
|
||||
<p>A monster's traits, if any, are features that are active at all times or in certain situations.</p>
|
||||
<h3>Actions</h3>
|
||||
<p>A monster can take the actions in this section or take one of the actions available to all creatures, as described in "Playing the Game."</p>
|
||||
<h4>Attack Notation</h4>
|
||||
<p>The entry for a monster's attack identifies 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. For details on different kinds of attacks, see "Playing the Game" and "Spells."</p>
|
||||
<p><strong><em>Hit.</em></strong> Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "<em>Hit:</em>" notation.</p>
|
||||
<p><strong><em>Miss.</em></strong> If an attack has an effect that occurs on a miss, that information follows the "<em>Miss:</em>" notation.</p>
|
||||
<p><strong><em>Hit or Miss.</em></strong> If an attack has an effect that occurs regardless of whether it hits or misses its target, that information follows the "<em>Hit or Miss:</em>" notation.</p>
|
||||
<h4>Saving Throw Effect Notation</h4>
|
||||
<p>If an effect forces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save.</p>
|
||||
<p>"Half damage only" on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect.</p>
|
||||
<h4>Damage Notation</h4>
|
||||
<p>A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't use both.</p>
|
||||
<h4>Multiattack</h4>
|
||||
<p>Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the "Actions" section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action.</p>
|
||||
<h4>Spellcasting</h4>
|
||||
<p>If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level.</p>
|
||||
<p>A monster's spell can have special rules or restrictions. For example, a green hag can cast the <em>Invisibility</em> spell, but the spell has a "self only" restriction, which means the spell affects only the hag.</p>
|
||||
<p><strong><em>Spell Components.</em></strong> The Spellcasting trait notes whether the monster's spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material components has them.</p>
|
||||
<p><strong><em>Casting Times of 1+ Minutes.</em></strong> If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the action's description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in "Rules Glossary."</p>
|
||||
<h3>Bonus Action</h3>
|
||||
<p>If a monster has Bonus Action options, they are listed in this section. See "Playing the Game" for details on Bonus Actions.</p>
|
||||
<h3>Reactions</h3>
|
||||
<p>If the monster has Reaction options, those are listed in this section along with their triggers. See "Playing the Game" for details on Reactions.</p>
|
||||
<h3>Legendary Actions</h3>
|
||||
<p>If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monster can't take a Legendary Action if it has the Incapacitated condition or is otherwise unable to take actions.</p>
|
||||
<p>The monster has a limited number of Legendary Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns.</p>
|
||||
<h3>Limited Usage</h3>
|
||||
<p>Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited:</p>
|
||||
<ul>
|
||||
<li><strong>X/Day.</strong> This notation means the stat block part can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes "1/Day" means the Reaction can be taken once and that the monster must finish a Long Rest to take it again.</li>
|
||||
<li><strong>Recharge X–Y.</strong> This notation means a monster can use the stat block part once. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example, "Recharge 5–6" in an action means a monster can take the action once. Then, at the start of each of the monster's turns, it regains the use of that action if it rolls a 5 or 6 on 1d6.</li>
|
||||
<li><strong>Recharge after a Short or Long Rest.</strong> This notation means the monster can use the stat block part once and must then finish a Short or Long Rest to use it again.</li>
|
||||
</ul>
|
||||
</body>
|
||||
</html>
|
||||
16599
rules/html/5.2 SRD (D&D 2024)/12_MonstersA-Z.html
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16599
rules/html/5.2 SRD (D&D 2024)/12_MonstersA-Z.html
Normal file
File diff suppressed because it is too large
Load Diff
6120
rules/html/5.2 SRD (D&D 2024)/13_Animals.html
Normal file
6120
rules/html/5.2 SRD (D&D 2024)/13_Animals.html
Normal file
File diff suppressed because it is too large
Load Diff
40
rules/html/5.2 SRD (D&D 2024)/LICENSE.html
Normal file
40
rules/html/5.2 SRD (D&D 2024)/LICENSE.html
Normal file
@@ -0,0 +1,40 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>License</title>
|
||||
</head>
|
||||
<body>
|
||||
<p><a href="../../md/5.2 SRD (D&D 2024)/LICENSE.md">Markdown</a></p>
|
||||
<h1>License</h1>
|
||||
<p>This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.</p>
|
||||
</body>
|
||||
</html>
|
||||
54
rules/html/5.2 SRD (D&D 2024)/index.html
Normal file
54
rules/html/5.2 SRD (D&D 2024)/index.html
Normal file
@@ -0,0 +1,54 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="user-scalable=yes, width=device-width">
|
||||
<meta charset="UTF-8">
|
||||
<style>
|
||||
body {
|
||||
max-width: 700px;
|
||||
margin: auto;
|
||||
font-size: 18px;
|
||||
font-family: sans-serif;
|
||||
padding: 10px;
|
||||
}
|
||||
p, li {
|
||||
line-height: 1.5em;
|
||||
}
|
||||
ul, ol {
|
||||
padding-left: 20px;
|
||||
margin-left: 0;
|
||||
}
|
||||
li {
|
||||
margin-left: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid black;
|
||||
padding: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
</style>
|
||||
<title>5.2 SRD (D&D 2024)</title>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<h1>5.2 SRD (D&D 2024)</h1><ul>
|
||||
<li><a href="03_Classes/index.html">03 Classes</a></li>
|
||||
<li><a href="01_PlayingTheGame.html">01 PlayingTheGame</a></li>
|
||||
<li><a href="02_CharacterCreation.html">02 CharacterCreation</a></li>
|
||||
<li><a href="04_CharacterOrigins.html">04 CharacterOrigins</a></li>
|
||||
<li><a href="05_Feats.html">05 Feats</a></li>
|
||||
<li><a href="06_Equipment.html">06 Equipment</a></li>
|
||||
<li><a href="07_Spells.html">07 Spells</a></li>
|
||||
<li><a href="08_RulesGlossary.html">08 RulesGlossary</a></li>
|
||||
<li><a href="09_GameplayToolbox.html">09 GameplayToolbox</a></li>
|
||||
<li><a href="10_MagicItems.html">10 MagicItems</a></li>
|
||||
<li><a href="11_Monsters.html">11 Monsters</a></li>
|
||||
<li><a href="12_MonstersA-Z.html">12 MonstersA-Z</a></li>
|
||||
<li><a href="13_Animals.html">13 Animals</a></li>
|
||||
<li><a href="LICENSE.html">LICENSE</a></li>
|
||||
</ul>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user