Repository: vitusventure/5thSRD Branch: master Commit: e1a79135cef9 Files: 998 Total size: 1.6 MB Directory structure: gitextract_aq3t2sw8/ ├── .gitignore ├── README.md ├── build_indexes.py ├── build_to_test.sh ├── create_invalidation.sh ├── deploy_to_prod.sh ├── docs/ │ ├── adventuring/ │ │ ├── between_adventures.md │ │ ├── equipment/ │ │ │ ├── adventuring_gear.md │ │ │ ├── armor.md │ │ │ ├── coins.md │ │ │ ├── equipment_packs.md │ │ │ ├── index.md │ │ │ ├── mounts_and_vehicles.md │ │ │ ├── selling_treasure.md │ │ │ ├── tools.md │ │ │ ├── trade_goods.md │ │ │ └── weapons.md │ │ ├── index.md │ │ ├── movement.md │ │ ├── planes_of_existence.md │ │ ├── resting.md │ │ ├── the_environment.md │ │ └── time.md │ ├── character/ │ │ ├── alignment.md │ │ ├── backgrounds.md │ │ ├── classes/ │ │ │ ├── barbarian.md │ │ │ ├── bard.md │ │ │ ├── cleric.md │ │ │ ├── druid.md │ │ │ ├── fighter.md │ │ │ ├── index.md │ │ │ ├── monk.md │ │ │ ├── paladin.md │ │ │ ├── ranger.md │ │ │ ├── rogue.md │ │ │ ├── sorcerer.md │ │ │ ├── warlock.md │ │ │ └── wizard.md │ │ ├── fantasy-historical_pantheons.md │ │ ├── index.md │ │ ├── languages.md │ │ └── races/ │ │ ├── dragonborn.md │ │ ├── dwarf.md │ │ ├── elf.md │ │ ├── gnome.md │ │ ├── half-elf.md │ │ ├── half-orc.md │ │ ├── halfling.md │ │ ├── human.md │ │ ├── index.md │ │ └── tiefling.md │ ├── combat/ │ │ ├── actions_in_combat.md │ │ ├── cover.md │ │ ├── damage_and_healing.md │ │ ├── index.md │ │ ├── making_an_attack.md │ │ ├── mounted_combat.md │ │ ├── movement_and_position.md │ │ ├── order_of_combat.md │ │ └── underwater_combat.md │ ├── gamemaster_rules/ │ │ ├── diseases.md │ │ ├── index.md │ │ ├── legendary_creatures.md │ │ ├── madness.md │ │ ├── magic_item_indexes/ │ │ │ └── index.md │ │ ├── magic_items/ │ │ │ ├── adamantine_armor.md │ │ │ ├── ammunition_1_2_or_3.md │ │ │ ├── amulet_of_health.md │ │ │ ├── amulet_of_proof_against_detection_and_location.md │ │ │ ├── amulet_of_the_planes.md │ │ │ ├── animated_shield.md │ │ │ ├── apparatus_of_the_crab.md │ │ │ ├── armor_1_2_or_3.md │ │ │ ├── armor_of_invulnerability.md │ │ │ ├── armor_of_resistance.md │ │ │ ├── armor_of_vulnerability.md │ │ │ ├── arrow_catching_shield.md │ │ │ ├── arrow_of_slaying.md │ │ │ ├── bag_of_beans.md │ │ │ ├── bag_of_devouring.md │ │ │ ├── bag_of_holding.md │ │ │ ├── bag_of_tricks.md │ │ │ ├── bead_of_force.md │ │ │ ├── belt_of_dwarvenkind.md │ │ │ ├── belt_of_giant_strength.md │ │ │ ├── berserker_axe.md │ │ │ ├── boots_of_elvenkind.md │ │ │ ├── boots_of_levitation.md │ │ │ ├── boots_of_speed.md │ │ │ ├── boots_of_striding_and_springing.md │ │ │ ├── boots_of_the_winterlands.md │ │ │ ├── bowl_of_command_water_elementals.md │ │ │ ├── bracers_of_archery.md │ │ │ ├── bracers_of_defense.md │ │ │ ├── brazier_of_commanding_fire_elementals.md │ │ │ ├── brooch_of_shielding.md │ │ │ ├── broom_of_flying.md │ │ │ ├── candle_of_invocation.md │ │ │ ├── cape_of_the_mountebank.md │ │ │ ├── carpet_of_flying.md │ │ │ ├── censer_of_controlling_air_elementals.md │ │ │ ├── chime_of_opening.md │ │ │ ├── circlet_of_blasting.md │ │ │ ├── cloak_of_arachnida.md │ │ │ ├── cloak_of_displacement.md │ │ │ ├── cloak_of_elvenkind.md │ │ │ ├── cloak_of_protection.md │ │ │ ├── cloak_of_the_bat.md │ │ │ ├── cloak_of_the_manta_ray.md │ │ │ ├── crystal_ball.md │ │ │ ├── cube_of_force.md │ │ │ ├── cubic_gate.md │ │ │ ├── dagger_of_venom.md │ │ │ ├── dancing_sword.md │ │ │ ├── decanter_of_endless_water.md │ │ │ ├── deck_of_illusions.md │ │ │ ├── deck_of_many_things.md │ │ │ ├── defender.md │ │ │ ├── demon_armor.md │ │ │ ├── dimensional_shackles.md │ │ │ ├── dragon_scale_mail.md │ │ │ ├── dragon_slayer.md │ │ │ ├── dust_of_disappearance.md │ │ │ ├── dust_of_dryness.md │ │ │ ├── dust_of_sneezing_and_choking.md │ │ │ ├── dwarven_plate.md │ │ │ ├── dwarven_thrower.md │ │ │ ├── efficient_quiver.md │ │ │ ├── efreeti_bottle.md │ │ │ ├── elemental_gem.md │ │ │ ├── elven_chain.md │ │ │ ├── eversmoking_bottle.md │ │ │ ├── eyes_of_charming.md │ │ │ ├── eyes_of_minute_seeing.md │ │ │ ├── eyes_of_the_eagle.md │ │ │ ├── feather_token.md │ │ │ ├── figurine_of_wondrous_power.md │ │ │ ├── flame_tongue.md │ │ │ ├── folding_boat.md │ │ │ ├── frost_brand.md │ │ │ ├── gauntlets_of_ogre_power.md │ │ │ ├── gem_of_brightness.md │ │ │ ├── gem_of_seeing.md │ │ │ ├── giant_slayer.md │ │ │ ├── glamoured_studded_leather.md │ │ │ ├── gloves_of_missile_snaring.md │ │ │ ├── gloves_of_swimming_and_climbing.md │ │ │ ├── goggles_of_night.md │ │ │ ├── hammer_of_thunderbolts.md │ │ │ ├── handy_haversack.md │ │ │ ├── hat_of_disguise.md │ │ │ ├── headband_of_intellect.md │ │ │ ├── helm_of_brilliance.md │ │ │ ├── helm_of_comprehending_languages.md │ │ │ ├── helm_of_telepathy.md │ │ │ ├── helm_of_teleportation.md │ │ │ ├── holy_avenger.md │ │ │ ├── horn_of_blasting.md │ │ │ ├── horn_of_valhalla.md │ │ │ ├── horseshoes_of_a_zephyr.md │ │ │ ├── horseshoes_of_speed.md │ │ │ ├── immovable_rod.md │ │ │ ├── index.md │ │ │ ├── instant_fortress.md │ │ │ ├── ioun_stone.md │ │ │ ├── iron_bands_of_binding.md │ │ │ ├── iron_flask.md │ │ │ ├── javelin_of_lightning.md │ │ │ ├── lantern_of_revealing.md │ │ │ ├── luck_blade.md │ │ │ ├── mace_of_disruption.md │ │ │ ├── mace_of_smiting.md │ │ │ ├── mace_of_terror.md │ │ │ ├── mantle_of_spell_resistance.md │ │ │ ├── manual_of_bodily_health.md │ │ │ ├── manual_of_gainful_exercise.md │ │ │ ├── manual_of_golems.md │ │ │ ├── manual_of_quickness_of_action.md │ │ │ ├── marvelous_pigments.md │ │ │ ├── medallion_of_thoughts.md │ │ │ ├── mirror_of_life_trapping.md │ │ │ ├── mithral_armor.md │ │ │ ├── necklace_of_adaption.md │ │ │ ├── necklace_of_fireballs.md │ │ │ ├── necklace_of_prayer_beads.md │ │ │ ├── nine_lives_stealer.md │ │ │ ├── oathbow.md │ │ │ ├── oil_of_etherealness.md │ │ │ ├── oil_of_sharpness.md │ │ │ ├── oil_of_slipperiness.md │ │ │ ├── orb_of_dragonkind.md │ │ │ ├── pearl_of_power.md │ │ │ ├── periapt_of_health.md │ │ │ ├── periapt_of_proof_against_poison.md │ │ │ ├── periapt_of_wound_closure.md │ │ │ ├── philter_of_love.md │ │ │ ├── pipes_of_haunting.md │ │ │ ├── pipes_of_the_sewers.md │ │ │ ├── plate_armor_of_etherealness.md │ │ │ ├── portable_hole.md │ │ │ ├── potion_of_animal_friendship.md │ │ │ ├── potion_of_clairvoyance.md │ │ │ ├── potion_of_climbing.md │ │ │ ├── potion_of_diminution.md │ │ │ ├── potion_of_flying.md │ │ │ ├── potion_of_gaseous_form.md │ │ │ ├── potion_of_giant_strength.md │ │ │ ├── potion_of_growth.md │ │ │ ├── potion_of_healing.md │ │ │ ├── potion_of_heroism.md │ │ │ ├── potion_of_invisibility.md │ │ │ ├── potion_of_mind_reading.md │ │ │ ├── potion_of_poison.md │ │ │ ├── potion_of_resistance.md │ │ │ ├── potion_of_speed.md │ │ │ ├── potion_of_water_breathing.md │ │ │ ├── restorative_ointment.md │ │ │ ├── ring_of_animal_influence.md │ │ │ ├── ring_of_djinni.md │ │ │ ├── ring_of_elemental_command.md │ │ │ ├── ring_of_evasion.md │ │ │ ├── ring_of_feather_falling.md │ │ │ ├── ring_of_free_action.md │ │ │ ├── ring_of_invisibility.md │ │ │ ├── ring_of_jumping.md │ │ │ ├── ring_of_mind_shielding.md │ │ │ ├── ring_of_protection.md │ │ │ ├── ring_of_regeneration.md │ │ │ ├── ring_of_resistance.md │ │ │ ├── ring_of_shooting_stars.md │ │ │ ├── ring_of_spell_storing.md │ │ │ ├── ring_of_spell_turning.md │ │ │ ├── ring_of_swimming.md │ │ │ ├── ring_of_telekinesis.md │ │ │ ├── ring_of_the_ram.md │ │ │ ├── ring_of_three_wishes.md │ │ │ ├── ring_of_warmth.md │ │ │ ├── ring_of_water_walking.md │ │ │ ├── ring_of_x_ray_vision.md │ │ │ ├── robe_of_eyes.md │ │ │ ├── robe_of_scintillating_colors.md │ │ │ ├── robe_of_stars.md │ │ │ ├── robe_of_the_archmagi.md │ │ │ ├── robe_of_useful_items.md │ │ │ ├── rod_of_absorption.md │ │ │ ├── rod_of_alertness.md │ │ │ ├── rod_of_lordly_might.md │ │ │ ├── rod_of_rulership.md │ │ │ ├── rod_of_security.md │ │ │ ├── rope_of_climbing.md │ │ │ ├── rope_of_entanglement.md │ │ │ ├── scarab_of_protection.md │ │ │ ├── scimitar_of_speed.md │ │ │ ├── shield_1_2_or_3.md │ │ │ ├── shield_of_missile_attraction.md │ │ │ ├── slippers_of_spider_climbing.md │ │ │ ├── sovereign_glue.md │ │ │ ├── spell_scroll.md │ │ │ ├── spellguard_shield.md │ │ │ ├── sphere_of_annihilation.md │ │ │ ├── staff_of_charming.md │ │ │ ├── staff_of_fire.md │ │ │ ├── staff_of_frost.md │ │ │ ├── staff_of_healing.md │ │ │ ├── staff_of_power.md │ │ │ ├── staff_of_striking.md │ │ │ ├── staff_of_swarming_insects.md │ │ │ ├── staff_of_the_magi.md │ │ │ ├── staff_of_the_python.md │ │ │ ├── staff_of_the_woodlands.md │ │ │ ├── staff_of_thunder_and_lightning.md │ │ │ ├── staff_of_withering.md │ │ │ ├── stone_of_controlling_earth_elementals.md │ │ │ ├── stone_of_good_luck_luckstone.md │ │ │ ├── sun_blade.md │ │ │ ├── sword_of_life_stealing.md │ │ │ ├── sword_of_sharpness.md │ │ │ ├── sword_of_wounding.md │ │ │ ├── talisman_of_pure_good.md │ │ │ ├── talisman_of_the_sphere.md │ │ │ ├── talisman_of_ultimate_evil.md │ │ │ ├── tome_of_clear_thought.md │ │ │ ├── tome_of_leadership_and_influence.md │ │ │ ├── tome_of_understanding.md │ │ │ ├── trident_of_fish_command.md │ │ │ ├── universal_solvent.md │ │ │ ├── vicious_weapon.md │ │ │ ├── vorpal_sword.md │ │ │ ├── wand_of_binding.md │ │ │ ├── wand_of_enemy_detection.md │ │ │ ├── wand_of_fear.md │ │ │ ├── wand_of_fireballs.md │ │ │ ├── wand_of_lightning_bolts.md │ │ │ ├── wand_of_magic_detection.md │ │ │ ├── wand_of_magic_missiles.md │ │ │ ├── wand_of_paralysis.md │ │ │ ├── wand_of_polymorph.md │ │ │ ├── wand_of_secrets.md │ │ │ ├── wand_of_the_war_mage_1_2_or_3.md │ │ │ ├── wand_of_web.md │ │ │ ├── wand_of_wonder.md │ │ │ ├── weapon_1_2_or_3.md │ │ │ ├── well_of_many_worlds.md │ │ │ ├── wind_fan.md │ │ │ ├── winged_boots.md │ │ │ └── wings_of_flying.md │ │ ├── magic_items.md │ │ ├── monster_indexes/ │ │ │ └── index.md │ │ ├── monster_rules.md │ │ ├── monsters/ │ │ │ ├── aboleth.md │ │ │ ├── acolyte.md │ │ │ ├── adult_black_dragon.md │ │ │ ├── adult_blue_dragon.md │ │ │ ├── adult_brass_dragon.md │ │ │ ├── adult_bronze_dragon.md │ │ │ ├── adult_copper_dragon.md │ │ │ ├── adult_gold_dragon.md │ │ │ ├── adult_green_dragon.md │ │ │ ├── adult_red_dragon.md │ │ │ ├── adult_silver_dragon.md │ │ │ ├── adult_white_dragon.md │ │ │ ├── air_elemental.md │ │ │ ├── ancient_black_dragon.md │ │ │ ├── ancient_blue_dragon.md │ │ │ ├── ancient_brass_dragon.md │ │ │ ├── ancient_bronze_dragon.md │ │ │ ├── ancient_copper_dragon.md │ │ │ ├── ancient_gold_dragon.md │ │ │ ├── ancient_green_dragon.md │ │ │ ├── ancient_red_dragon.md │ │ │ ├── ancient_silver_dragon.md │ │ │ ├── ancient_white_dragon.md │ │ │ ├── androsphinx.md │ │ │ ├── animated_armor.md │ │ │ ├── ankheg.md │ │ │ ├── ape.md │ │ │ ├── archmage.md │ │ │ ├── assassin.md │ │ │ ├── awakened_shrub.md │ │ │ ├── awakened_tree.md │ │ │ ├── axe_beak.md │ │ │ ├── azer.md │ │ │ ├── baboon.md │ │ │ ├── badger.md │ │ │ ├── balor.md │ │ │ ├── bandit.md │ │ │ ├── bandit_captain.md │ │ │ ├── barbed_devil.md │ │ │ ├── basilisk.md │ │ │ ├── bat.md │ │ │ ├── bearded_devil.md │ │ │ ├── behir.md │ │ │ ├── berserker.md │ │ │ ├── black_bear.md │ │ │ ├── black_dragon_wyrmling.md │ │ │ ├── black_pudding.md │ │ │ ├── blink_dog.md │ │ │ ├── blood_hawk.md │ │ │ ├── blue_dragon_wyrmling.md │ │ │ ├── boar.md │ │ │ ├── bone_devil.md │ │ │ ├── brass_dragon_wyrmling.md │ │ │ ├── bronze_dragon_wyrmling.md │ │ │ ├── brown_bear.md │ │ │ ├── bugbear.md │ │ │ ├── bulette.md │ │ │ ├── camel.md │ │ │ ├── cat.md │ │ │ ├── centaur.md │ │ │ ├── chain_devil.md │ │ │ ├── chimera.md │ │ │ ├── chuul.md │ │ │ ├── clay_golem.md │ │ │ ├── cloaker.md │ │ │ ├── cloud_giant.md │ │ │ ├── cockatrice.md │ │ │ ├── commoner.md │ │ │ ├── constrictor_snake.md │ │ │ ├── copper_dragon_wyrmling.md │ │ │ ├── couatl.md │ │ │ ├── crab.md │ │ │ ├── crocodile.md │ │ │ ├── cult_fanatic.md │ │ │ ├── cultist.md │ │ │ ├── darkmantle.md │ │ │ ├── death_dog.md │ │ │ ├── deer.md │ │ │ ├── deva.md │ │ │ ├── dire_wolf.md │ │ │ ├── djinni.md │ │ │ ├── doppelganger.md │ │ │ ├── draft_horse.md │ │ │ ├── dragon_turtle.md │ │ │ ├── dretch.md │ │ │ ├── drider.md │ │ │ ├── druid.md │ │ │ ├── dryad.md │ │ │ ├── duergar.md │ │ │ ├── dust_mephit.md │ │ │ ├── eagle.md │ │ │ ├── earth_elemental.md │ │ │ ├── efreeti.md │ │ │ ├── elephant.md │ │ │ ├── elf_drow.md │ │ │ ├── elk.md │ │ │ ├── erinyes.md │ │ │ ├── ettercap.md │ │ │ ├── ettin.md │ │ │ ├── fire_elemental.md │ │ │ ├── fire_giant.md │ │ │ ├── flesh_golem.md │ │ │ ├── flying_snake.md │ │ │ ├── flying_sword.md │ │ │ ├── frog.md │ │ │ ├── frost_giant.md │ │ │ ├── gargoyle.md │ │ │ ├── gelatinous_cube.md │ │ │ ├── ghast.md │ │ │ ├── ghost.md │ │ │ ├── ghoul.md │ │ │ ├── giant_ape.md │ │ │ ├── giant_badger.md │ │ │ ├── giant_bat.md │ │ │ ├── giant_boar.md │ │ │ ├── giant_centipede.md │ │ │ ├── giant_constrictor_snake.md │ │ │ ├── giant_crab.md │ │ │ ├── giant_crocodile.md │ │ │ ├── giant_eagle.md │ │ │ ├── giant_elk.md │ │ │ ├── giant_fire_beetle.md │ │ │ ├── giant_frog.md │ │ │ ├── giant_goat.md │ │ │ ├── giant_hyena.md │ │ │ ├── giant_lizard.md │ │ │ ├── giant_octopus.md │ │ │ ├── giant_owl.md │ │ │ ├── giant_poisonous_snake.md │ │ │ ├── giant_rat.md │ │ │ ├── giant_scorpion.md │ │ │ ├── giant_sea_horse.md │ │ │ ├── giant_shark.md │ │ │ ├── giant_spider.md │ │ │ ├── giant_toad.md │ │ │ ├── giant_vulture.md │ │ │ ├── giant_wasp.md │ │ │ ├── giant_weasel.md │ │ │ ├── giant_wolf_spider.md │ │ │ ├── gibbering_mouther.md │ │ │ ├── glabrezu.md │ │ │ ├── gladiator.md │ │ │ ├── gnoll.md │ │ │ ├── gnome_deep_svirfneblin.md │ │ │ ├── goat.md │ │ │ ├── goblin.md │ │ │ ├── gold_dragon_wyrmling.md │ │ │ ├── gorgon.md │ │ │ ├── gray_ooze.md │ │ │ ├── green_dragon_wyrmling.md │ │ │ ├── green_hag.md │ │ │ ├── grick.md │ │ │ ├── griffon.md │ │ │ ├── grimlock.md │ │ │ ├── guard.md │ │ │ ├── guardian_naga.md │ │ │ ├── gynosphinx.md │ │ │ ├── half_red_dragon_veteran.md │ │ │ ├── harpy.md │ │ │ ├── hawk.md │ │ │ ├── hell_hound.md │ │ │ ├── hezrou.md │ │ │ ├── hill_giant.md │ │ │ ├── hippogriff.md │ │ │ ├── hobgoblin.md │ │ │ ├── homunculus.md │ │ │ ├── horned_devil.md │ │ │ ├── hunter_shark.md │ │ │ ├── hydra.md │ │ │ ├── hyena.md │ │ │ ├── ice_devil.md │ │ │ ├── ice_mephit.md │ │ │ ├── imp.md │ │ │ ├── index.md │ │ │ ├── invisible_stalker.md │ │ │ ├── iron_golem.md │ │ │ ├── jackal.md │ │ │ ├── killer_whale.md │ │ │ ├── knight.md │ │ │ ├── kobold.md │ │ │ ├── kraken.md │ │ │ ├── lamia.md │ │ │ ├── lemure.md │ │ │ ├── lich.md │ │ │ ├── lion.md │ │ │ ├── lizard.md │ │ │ ├── lizardfolk.md │ │ │ ├── mage.md │ │ │ ├── magma_mephit.md │ │ │ ├── magmin.md │ │ │ ├── mammoth.md │ │ │ ├── manticore.md │ │ │ ├── marilith.md │ │ │ ├── mastiff.md │ │ │ ├── medusa.md │ │ │ ├── merfolk.md │ │ │ ├── merrow.md │ │ │ ├── mimic.md │ │ │ ├── minotaur.md │ │ │ ├── minotaur_skeleton.md │ │ │ ├── mule.md │ │ │ ├── mummy.md │ │ │ ├── mummy_lord.md │ │ │ ├── nalfeshnee.md │ │ │ ├── night_hag.md │ │ │ ├── nightmare.md │ │ │ ├── noble.md │ │ │ ├── ochre_jelly.md │ │ │ ├── octopus.md │ │ │ ├── ogre.md │ │ │ ├── ogre_zombie.md │ │ │ ├── oni.md │ │ │ ├── orc.md │ │ │ ├── otyugh.md │ │ │ ├── owl.md │ │ │ ├── owlbear.md │ │ │ ├── panther.md │ │ │ ├── pegasus.md │ │ │ ├── phase_spider.md │ │ │ ├── pit_fiend.md │ │ │ ├── planetar.md │ │ │ ├── plesiosaurus.md │ │ │ ├── poisonous_snake.md │ │ │ ├── polar_bear.md │ │ │ ├── pony.md │ │ │ ├── priest.md │ │ │ ├── pseudodragon.md │ │ │ ├── purple_worm.md │ │ │ ├── quasit.md │ │ │ ├── quipper.md │ │ │ ├── rakshasa.md │ │ │ ├── rat.md │ │ │ ├── raven.md │ │ │ ├── red_dragon_wyrmling.md │ │ │ ├── reef_shark.md │ │ │ ├── remorhaz.md │ │ │ ├── rhinoceros.md │ │ │ ├── riding_horse.md │ │ │ ├── roc.md │ │ │ ├── roper.md │ │ │ ├── rug_of_smothering.md │ │ │ ├── rust_monster.md │ │ │ ├── saber_toothed_tiger.md │ │ │ ├── sahuagin.md │ │ │ ├── salamander.md │ │ │ ├── satyr.md │ │ │ ├── scorpion.md │ │ │ ├── scout.md │ │ │ ├── sea_hag.md │ │ │ ├── sea_horse.md │ │ │ ├── shadow.md │ │ │ ├── shambling_mound.md │ │ │ ├── shield_guardian.md │ │ │ ├── shrieker.md │ │ │ ├── silver_dragon_wyrmling.md │ │ │ ├── skeleton.md │ │ │ ├── solar.md │ │ │ ├── specter.md │ │ │ ├── spider.md │ │ │ ├── spirit_naga.md │ │ │ ├── sprite.md │ │ │ ├── spy.md │ │ │ ├── steam_mephit.md │ │ │ ├── stirge.md │ │ │ ├── stone_giant.md │ │ │ ├── stone_golem.md │ │ │ ├── storm_giant.md │ │ │ ├── succubusincubus.md │ │ │ ├── swarm_of_bats.md │ │ │ ├── swarm_of_insects.md │ │ │ ├── swarm_of_poisonous_snakes.md │ │ │ ├── swarm_of_quippers.md │ │ │ ├── swarm_of_rats.md │ │ │ ├── swarm_of_ravens.md │ │ │ ├── tarrasque.md │ │ │ ├── thug.md │ │ │ ├── tiger.md │ │ │ ├── treant.md │ │ │ ├── tribal_warrior.md │ │ │ ├── triceratops.md │ │ │ ├── troll.md │ │ │ ├── tyrannosaurus_rex.md │ │ │ ├── unicorn.md │ │ │ ├── vampire.md │ │ │ ├── vampire_spawn.md │ │ │ ├── veteran.md │ │ │ ├── violet_fungus.md │ │ │ ├── vrock.md │ │ │ ├── vulture.md │ │ │ ├── warhorse.md │ │ │ ├── warhorse_skeleton.md │ │ │ ├── water_elemental.md │ │ │ ├── weasel.md │ │ │ ├── werebear.md │ │ │ ├── wereboar.md │ │ │ ├── wererat.md │ │ │ ├── weretiger.md │ │ │ ├── werewolf.md │ │ │ ├── white_dragon_wyrmling.md │ │ │ ├── wight.md │ │ │ ├── will_o_wisp.md │ │ │ ├── winter_wolf.md │ │ │ ├── wolf.md │ │ │ ├── worg.md │ │ │ ├── wraith.md │ │ │ ├── wyvern.md │ │ │ ├── xorn.md │ │ │ ├── young_black_dragon.md │ │ │ ├── young_blue_dragon.md │ │ │ ├── young_brass_dragon.md │ │ │ ├── young_bronze_dragon.md │ │ │ ├── young_copper_dragon.md │ │ │ ├── young_gold_dragon.md │ │ │ ├── young_green_dragon.md │ │ │ ├── young_red_dragon.md │ │ │ ├── young_silver_dragon.md │ │ │ ├── young_white_dragon.md │ │ │ └── zombie.md │ │ ├── nonplayer_characters.md │ │ ├── objects.md │ │ ├── poisons.md │ │ ├── sentient_magical_items.md │ │ ├── templates/ │ │ │ ├── halfdragon_template.md │ │ │ └── index.md │ │ └── traps.md │ ├── index.md │ ├── license.md │ ├── privacy_policy.md │ ├── rules/ │ │ ├── abilities/ │ │ │ ├── ability_checks.md │ │ │ ├── ability_scores.md │ │ │ ├── charisma.md │ │ │ ├── constitution.md │ │ │ ├── dexterity.md │ │ │ ├── index.md │ │ │ ├── intelligence.md │ │ │ ├── saving_throws.md │ │ │ ├── strength.md │ │ │ └── wisdom.md │ │ ├── advantage_and_disadvantage.md │ │ ├── conditions.md │ │ ├── expenses.md │ │ ├── feats.md │ │ ├── index.md │ │ ├── inspiration.md │ │ ├── leveling_up.md │ │ ├── multiclassing.md │ │ └── proficiency_bonus.md │ ├── search.md │ └── spellcasting/ │ ├── casting_a_spell.md │ ├── index.md │ ├── spell_indexes/ │ │ └── index.md │ ├── spell_lists/ │ │ └── index.md │ ├── spells/ │ │ ├── acid_arrow.md │ │ ├── acid_splash.md │ │ ├── aid.md │ │ ├── alarm.md │ │ ├── alter_self.md │ │ ├── animal_friendship.md │ │ ├── animal_messenger.md │ │ ├── animal_shapes.md │ │ ├── animate_dead.md │ │ ├── animate_objects.md │ │ ├── antilife_shell.md │ │ ├── antimagic_field.md │ │ ├── antipathysympathy.md │ │ ├── arcane_eye.md │ │ ├── arcane_hand.md │ │ ├── arcane_lock.md │ │ ├── arcane_sword.md │ │ ├── arcanists_magic_aura.md │ │ ├── astral_projection.md │ │ ├── augury.md │ │ ├── awaken.md │ │ ├── bane.md │ │ ├── banishment.md │ │ ├── barkskin.md │ │ ├── beacon_of_hope.md │ │ ├── bestow_curse.md │ │ ├── black_tentacles.md │ │ ├── blade_barrier.md │ │ ├── bless.md │ │ ├── blight.md │ │ ├── blindnessdeafness.md │ │ ├── blink.md │ │ ├── blur.md │ │ ├── branding_smite.md │ │ ├── burning_hands.md │ │ ├── call_lightning.md │ │ ├── calm_emotions.md │ │ ├── chain_lightning.md │ │ ├── charm_person.md │ │ ├── chill_touch.md │ │ ├── circle_of_death.md │ │ ├── clairvoyance.md │ │ ├── clone.md │ │ ├── cloudkill.md │ │ ├── color_spray.md │ │ ├── command.md │ │ ├── commune.md │ │ ├── commune_with_nature.md │ │ ├── comprehend_languages.md │ │ ├── compulsion.md │ │ ├── cone_of_cold.md │ │ ├── confusion.md │ │ ├── conjure_animals.md │ │ ├── conjure_celestial.md │ │ ├── conjure_elemental.md │ │ ├── conjure_fey.md │ │ ├── conjure_minor_elementals.md │ │ ├── conjure_woodland_beings.md │ │ ├── contact_other_plane.md │ │ ├── contagion.md │ │ ├── contingency.md │ │ ├── continual_flame.md │ │ ├── control_water.md │ │ ├── control_weather.md │ │ ├── counterspell.md │ │ ├── create_food_and_water.md │ │ ├── create_or_destroy_water.md │ │ ├── create_undead.md │ │ ├── creation.md │ │ ├── cure_wounds.md │ │ ├── dancing_lights.md │ │ ├── darkness.md │ │ ├── darkvision.md │ │ ├── daylight.md │ │ ├── death_ward.md │ │ ├── delayed_blast_fireball.md │ │ ├── demiplane.md │ │ ├── detect_evil_and_good.md │ │ ├── detect_magic.md │ │ ├── detect_poison_and_disease.md │ │ ├── detect_thoughts.md │ │ ├── dimension_door.md │ │ ├── disguise_self.md │ │ ├── disintegrate.md │ │ ├── dispel_evil_and_good.md │ │ ├── dispel_magic.md │ │ ├── divination.md │ │ ├── divine_favor.md │ │ ├── divine_word.md │ │ ├── dominate_beast.md │ │ ├── dominate_monster.md │ │ ├── dominate_person.md │ │ ├── dream.md │ │ ├── druidcraft.md │ │ ├── earthquake.md │ │ ├── eldritch_blast.md │ │ ├── enhance_ability.md │ │ ├── enlargereduce.md │ │ ├── entangle.md │ │ ├── enthrall.md │ │ ├── etherealness.md │ │ ├── expeditious_retreat.md │ │ ├── eyebite.md │ │ ├── fabricate.md │ │ ├── faerie_fire.md │ │ ├── faithful_hound.md │ │ ├── false_life.md │ │ ├── fear.md │ │ ├── feather_fall.md │ │ ├── feeblemind.md │ │ ├── find_familiar.md │ │ ├── find_steed.md │ │ ├── find_the_path.md │ │ ├── find_traps.md │ │ ├── finger_of_death.md │ │ ├── fire_bolt.md │ │ ├── fire_shield.md │ │ ├── fire_storm.md │ │ ├── fireball.md │ │ ├── flame_blade.md │ │ ├── flame_strike.md │ │ ├── flaming_sphere.md │ │ ├── flesh_to_stone.md │ │ ├── floating_disk.md │ │ ├── fly.md │ │ ├── fog_cloud.md │ │ ├── forbiddance.md │ │ ├── forcecage.md │ │ ├── foresight.md │ │ ├── freedom_of_movement.md │ │ ├── freezing_sphere.md │ │ ├── gaseous_form.md │ │ ├── gate.md │ │ ├── geas.md │ │ ├── gentle_repose.md │ │ ├── giant_insect.md │ │ ├── glibness.md │ │ ├── globe_of_invulnerability.md │ │ ├── glyph_of_warding.md │ │ ├── goodberry.md │ │ ├── grease.md │ │ ├── greater_invisibility.md │ │ ├── greater_restoration.md │ │ ├── guardian_of_faith.md │ │ ├── guards_and_wards.md │ │ ├── guidance.md │ │ ├── guiding_bolt.md │ │ ├── gust_of_wind.md │ │ ├── hallow.md │ │ ├── hallucinatory_terrain.md │ │ ├── harm.md │ │ ├── haste.md │ │ ├── heal.md │ │ ├── healing_word.md │ │ ├── heat_metal.md │ │ ├── hellish_rebuke.md │ │ ├── heroes_feast.md │ │ ├── heroism.md │ │ ├── hideous_laughter.md │ │ ├── hold_monster.md │ │ ├── hold_person.md │ │ ├── holy_aura.md │ │ ├── hunters_mark.md │ │ ├── hypnotic_pattern.md │ │ ├── ice_storm.md │ │ ├── identify.md │ │ ├── illusory_script.md │ │ ├── imprisonment.md │ │ ├── incendiary_cloud.md │ │ ├── index.md │ │ ├── inflict_wounds.md │ │ ├── insect_plague.md │ │ ├── instant_summons.md │ │ ├── invisibility.md │ │ ├── irresistible_dance.md │ │ ├── jump.md │ │ ├── knock.md │ │ ├── legend_lore.md │ │ ├── lesser_restoration.md │ │ ├── levitate.md │ │ ├── light.md │ │ ├── lightning_bolt.md │ │ ├── locate_animals_or_plants.md │ │ ├── locate_creature.md │ │ ├── locate_object.md │ │ ├── longstrider.md │ │ ├── mage_armor.md │ │ ├── mage_hand.md │ │ ├── magic_circle.md │ │ ├── magic_jar.md │ │ ├── magic_missile.md │ │ ├── magic_mouth.md │ │ ├── magic_weapon.md │ │ ├── magnificent_mansion.md │ │ ├── major_image.md │ │ ├── mass_cure_wounds.md │ │ ├── mass_heal.md │ │ ├── mass_healing_word.md │ │ ├── mass_suggestion.md │ │ ├── maze.md │ │ ├── meld_into_stone.md │ │ ├── mending.md │ │ ├── message.md │ │ ├── meteor_swarm.md │ │ ├── mind_blank.md │ │ ├── minor_illusion.md │ │ ├── mirage_arcane.md │ │ ├── mirror_image.md │ │ ├── mislead.md │ │ ├── misty_step.md │ │ ├── modify_memory.md │ │ ├── moonbeam.md │ │ ├── move_earth.md │ │ ├── nondetection.md │ │ ├── pass_without_trace.md │ │ ├── passwall.md │ │ ├── phantasmal_killer.md │ │ ├── phantom_steed.md │ │ ├── planar_ally.md │ │ ├── planar_binding.md │ │ ├── plane_shift.md │ │ ├── plant_growth.md │ │ ├── poison_spray.md │ │ ├── polymorph.md │ │ ├── power_word_kill.md │ │ ├── power_word_stun.md │ │ ├── prayer_of_healing.md │ │ ├── prestidigitation.md │ │ ├── prismatic_spray.md │ │ ├── prismatic_wall.md │ │ ├── private_sanctum.md │ │ ├── produce_flame.md │ │ ├── programmed_illusion.md │ │ ├── project_image.md │ │ ├── protection_from_energy.md │ │ ├── protection_from_evil_and_good.md │ │ ├── protection_from_poison.md │ │ ├── purify_food_and_drink.md │ │ ├── raise_dead.md │ │ ├── ray_of_enfeeblement.md │ │ ├── ray_of_frost.md │ │ ├── regenerate.md │ │ ├── reincarnate.md │ │ ├── remove_curse.md │ │ ├── resilient_sphere.md │ │ ├── resistance.md │ │ ├── resurrection.md │ │ ├── reverse_gravity.md │ │ ├── revivify.md │ │ ├── rope_trick.md │ │ ├── sacred_flame.md │ │ ├── sanctuary.md │ │ ├── scorching_ray.md │ │ ├── scrying.md │ │ ├── secret_chest.md │ │ ├── see_invisibility.md │ │ ├── seeming.md │ │ ├── sending.md │ │ ├── sequester.md │ │ ├── shapechange.md │ │ ├── shatter.md │ │ ├── shield.md │ │ ├── shield_of_faith.md │ │ ├── shillelagh.md │ │ ├── shocking_grasp.md │ │ ├── silence.md │ │ ├── silent_image.md │ │ ├── simulacrum.md │ │ ├── sleep.md │ │ ├── sleet_storm.md │ │ ├── slow.md │ │ ├── spare_the_dying.md │ │ ├── speak_with_animals.md │ │ ├── speak_with_dead.md │ │ ├── speak_with_plants.md │ │ ├── spider_climb.md │ │ ├── spike_growth.md │ │ ├── spirit_guardians.md │ │ ├── spiritual_weapon.md │ │ ├── stinking_cloud.md │ │ ├── stone_shape.md │ │ ├── stoneskin.md │ │ ├── storm_of_vengeance.md │ │ ├── suggestion.md │ │ ├── sunbeam.md │ │ ├── sunburst.md │ │ ├── symbol.md │ │ ├── telekinesis.md │ │ ├── telepathic_bond.md │ │ ├── teleport.md │ │ ├── teleportation_circle.md │ │ ├── thaumaturgy.md │ │ ├── thunderwave.md │ │ ├── time_stop.md │ │ ├── tiny_hut.md │ │ ├── tongues.md │ │ ├── transport_via_plants.md │ │ ├── tree_stride.md │ │ ├── true_polymorph.md │ │ ├── true_resurrection.md │ │ ├── true_seeing.md │ │ ├── true_strike.md │ │ ├── unseen_servant.md │ │ ├── vampiric_touch.md │ │ ├── vicious_mockery.md │ │ ├── wall_of_fire.md │ │ ├── wall_of_force.md │ │ ├── wall_of_ice.md │ │ ├── wall_of_stone.md │ │ ├── wall_of_thorns.md │ │ ├── warding_bond.md │ │ ├── water_breathing.md │ │ ├── water_walk.md │ │ ├── web.md │ │ ├── weird.md │ │ ├── wind_walk.md │ │ ├── wind_wall.md │ │ ├── wish.md │ │ ├── word_of_recall.md │ │ └── zone_of_truth.md │ └── what_is_a_spell.md ├── license.md ├── mkdocs.yml ├── offline_build_config.yml ├── plugins/ │ ├── css_minifier.py │ └── table-styler.py ├── purecss_theme/ │ ├── __init__.py │ ├── ads.txt │ ├── breadcrumbs.html │ ├── css/ │ │ └── site.css │ ├── js/ │ │ └── site.js │ ├── main.html │ ├── nav-sub.html │ ├── nav.html │ └── toc.html ├── pyproject.toml └── srd_index_builder.py ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ .idea/ site/ 5thsrd_offline/ docs/spellcasting/spell_lists/* docs/spellcasting/spell_indexes/* docs/gamemaster_rules/magic_item_indexes/* docs/gamemaster_rules/monster_indexes/* !docs/spellcasting/spell_lists/index.md !docs/spellcasting/spell_indexes/index.md !docs/gamemaster_rules/magic_item_indexes/index.md !docs/gamemaster_rules/monster_indexes/index.md purecss_theme/inline_styles.html __pycache__ *.pyc .venv ================================================ FILE: README.md ================================================ # 5thSRD This is a markdown version of the 5th Edition System Reference Document. Documents are in the docs/ directory. Published as a website built via mkdocs on https://5thsrd.org # How to Build Various indexes are built using build_indexes.py. Build the full site using mkdocs (http://www.mkdocs.org/): mkdocs build --clean You can also serve locally by running mkdocs serve ================================================ FILE: build_indexes.py ================================================ #!/usr/bin/env python from srd_index_builder import SRDIndexBuilder import logging import argparse build_config = { 'class_spell_lists': { 'build': True, 'index_path': './docs/spellcasting/spell_lists/' }, 'indexes': { 'spells': { 'source_directory': './docs/spellcasting/spells', 'link_prefix': '/spellcasting/spells', 'index_path': './docs/spellcasting/spell_indexes/', 'indexes_to_generate': { 'school': { 'page_title': 'Spells by School', 'output_file_name': 'spells_by_school.md', 'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by magic school.' }, 'name_category': { 'page_title': 'Spells by Name', 'output_file_name': 'spells_by_name.md', 'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by spell name.' }, 'level': { 'page_title': 'Spells by Level', 'output_file_name': 'spells_by_level.md', 'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by spell level.' } } }, 'magic_items': { 'source_directory': './docs/gamemaster_rules/magic_items', 'link_prefix': '/gamemaster_rules/magic_items', 'index_path': './docs/gamemaster_rules/magic_item_indexes/', 'indexes_to_generate': { 'name_category': { 'page_title': 'Magic Items by Name', 'output_file_name': 'items_by_name.md', 'description': 'All magic items from the 5th Edition (5e) SRD (System Reference Document), organized by name' }, 'type': { 'page_title': 'Magic Items by Type', 'output_file_name': 'items_by_type.md', 'description': 'All magic items from the 5th Edition (5e) SRD (System Reference Document), organized by type' } } }, 'monsters': { 'source_directory': './docs/gamemaster_rules/monsters', 'link_prefix': '/gamemaster_rules/monsters', 'index_path': './docs/gamemaster_rules/monster_indexes/', 'indexes_to_generate': { 'name_category': { 'page_title': 'Monsters by Name', 'output_file_name': 'monsters_by_name.md', 'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by name' }, 'cr': { 'page_title': 'Monsters by CR', 'output_file_name': 'monsters_by_cr.md', 'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by challenge rating (CR)' }, 'type': { 'page_title': 'Monsters by Type', 'output_file_name': 'monsters_by_type.md', 'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by monster type' } } } } } if __name__ == '__main__': # Setup logging logging.basicConfig(level=logging.INFO) # Read arguments parser = argparse.ArgumentParser() parser.add_argument('--offline', action='store_true', default=False, help='Generate links in offline mode') args = parser.parse_args() # First, build metadata driven indexes using the SRDIndexBuilder SRDIndexBuilder(args.offline).build_indexes_from_config(build_config) ================================================ FILE: build_to_test.sh ================================================ #!/bin/bash git pull poetry run python ./build_indexes.py poetry run mkdocs build --clean aws s3 sync ./site/ s3://5thsrd.org-test/ --region="us-east-1" --delete ================================================ FILE: create_invalidation.sh ================================================ #!/bin/bash # Invalidate Cloudfront cache aws cloudfront create-invalidation --distribution-id E21QCV3S5T8Z34 --paths "/*" --output json ================================================ FILE: deploy_to_prod.sh ================================================ #!/bin/bash # Get the latest changes git pull # Generate offline indexes poetry run python ./build_indexes.py --offline # Build the offline site poetry run mkdocs build --clean --config-file offline_build_config.yml # Generate regular indexes poetry run python ./build_indexes.py # Build the site poetry run mkdocs build --clean # Zip the offline version rm /tmp/5thsrd_offline.zip zip -r /tmp/5thsrd_offline.zip 5thsrd_offline/ mv /tmp/5thsrd_offline.zip ./site/ # Sync to S3 aws s3 sync ./site/ s3://5thsrd.org/ --region="us-east-1" --delete ================================================ FILE: docs/adventuring/between_adventures.md ================================================ description: Rules and information governing player time between adventures (downtime) from the 5th Edition (5e) SRD (System Reference Document). # Between Adventures Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. ## Lifestyle Expenses Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. ## Downtime Activities Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. ### Crafting You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. ### Practicing a Profession You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead. If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. ### Recuperating You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: * End one effect on you that prevents you from regaining hit points. * For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. ### Researching The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available. For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. ### Training You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. ================================================ FILE: docs/adventuring/equipment/adventuring_gear.md ================================================ description: A list of gear for adventuring from the 5th Edition (5e) SRD (System Reference Document). # Adventuring Gear This section describes items that have special rules or require further explanation. **Acid.** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. **Alchemist's Fire.** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. **Antitoxin.** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. **Arcane Focus.** An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. **Ball Bearings.** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. **Block and Tackle.** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. **Book.** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). **Caltrops.** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. **Candle.** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. **Case, Crossbow Bolt.** This wooden case can hold up to twenty crossbow bolts. **Case, Map or Scroll.** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. **Chain.** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. **Climber's Kit.** A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. **Component Pouch.** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). **Crowbar.** Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. **Druidic Focus.** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. **Fishing Tackle.** This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. **Healer's Kit.** This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. **Holy Symbol.** A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. **Holy Water.** As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. **Hunting Trap.** When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. **Lamp.** A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. **Lantern, Bullseye.** A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. **Lantern, Hooded.** A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. **Lock.** A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. **Magnifying Glass.** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. **Manacles.** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. **Mess Kit.** This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. **Oil.** Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. **Poison, Basic.** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. **Potion of Healing.** A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. **Pouch.** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). **Quiver.** A quiver can hold up to 20 arrows. **Ram, Portable.** You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. **Rations.** Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. **Rope.** Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. **Scale, Merchant's.** A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. **Spellbook.** Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. **Spyglass.** Objects viewed through a spyglass are magnified to twice their size. **Tent.** A simple and portable canvas shelter, a tent sleeps two. **Tinderbox.** This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. **Torch.** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. ## Adventuring Gear Tables ### Ammunition | Item | Cost | Weight | |----------------------|------|-----------| | Arrows (20) | 1 gp | 1 lb. | | Blowgun needles (50) | 1 gp | 1 lb. | | Crossbow bolts (20) | 1 gp | 1 1/2 lb. | | Sling bullets (20) | 4 cp | 1 1/2 lb. | ### Arcane focus | Item | Cost | Weight | |---------|-------|--------| | Crystal | 10 gp | 1 lb. | | Orb | 20 gp | 3 lb. | | Rod | 10 gp | 2 lb. | | Staff | 5 gp | 4 lb. | | Wand | 10 gp | 1 lb. | ### Druidic focus | Item | Cost | Weight | |--------------------|-------|--------| | Sprig of mistletoe | 1 gp | - | | Totem | 1 gp | - | | Wooden staff | 5 gp | 4 lb. | | Yew wand | 10 gp | 1 lb. | ### Holy Symbol | Item | Cost | Weight | |-----------|-------|--------| | Amulet | 5 gp | 1 lb. | | Emblem | 5 gp | - | | Reliquary | 5 gp | 2 lb. | ### Adventuring Gear | Item | Cost | Weight | |------------------------------|----------|--------------| | Abacus | 2 gp | 2 lb. | | Acid (vial) | 25 gp | 1 lb. | | Alchemist's fire (flask) | 50 gp | 1 lb. | | Antitoxin (vial) | 50 gp | - | | Backpack | 2 gp | 5 lb. | | Ball bearings (bag of 1,000) | 1 gp | 2 lb. | | Barrel | 2 gp | 70 lb. | | Basket | 4 sp | 2 lb. | | Bedroll | 1 gp | 7 lb. | | Bell | 1 gp | - | | Blanket | 5 sp | 3 lb. | | Block and tackle | 1 gp | 5 lb. | | Book | 25 gp | 5 lb. | | Bottle, glass | 2 gp | 2 lb. | | Bucket | 5 cp | 2 lb. | | Caltrops (bag of 20) | 1 gp | 2 lb. | | Candle | 1 cp | - | | Case, crossbow bolt | 1 gp | 1 lb. | | Case, map or scroll | 1 gp | 1 lb. | | Chain (10 feet) | 5 gp | 10 lb. | | Chalk (1 piece) | 1 cp | - | | Chest | 5 gp | 25 lb. | | Climber's kit | 25 gp | 12 lb. | | Clothes, common | 5 sp | 3 lb. | | Clothes, costume | 5 gp | 4 lb. | | Clothes, fine | 15 gp | 6 lb. | | Clothes, traveler's | 2 gp | 4 lb. | | Component pouch | 25 gp | 2 lb. | | Crowbar | 2 gp | 5 lb. | | Fishing tackle | 1 gp | 4 lb. | | Flask or tankard | 2 cp | 1 lb. | | Grappling hook | 2 gp | 4 lb. | | Hammer | 1 gp | 3 lb. | | Hammer, sledge | 2 gp | 10 lb. | | Healer's kit | 5 gp | 3 lb. | | Holy water (flask) | 25 gp | 1 lb. | | Hourglass | 25 gp | 1 lb. | | Hunting trap | 5 gp | 25 lb. | | Ink (1 ounce bottle) | 10 gp | - | | Ink pen | 2 cp | - | | Jug or pitcher | 2 cp | 4 lb. | | Ladder (10 foot) | 1 sp | 25 lb. | | Lamp | 5 sp | 1 lb. | | Lantern, bullseye | 10 gp | 2 lb. | | Lantern, hooded | 5 gp | 2 lb. | | Lock | 10 gp | 1 lb. | | Magnifying glass | 100 gp | - | | Manacles | 2 gp | 6 lb. | | Mess kit | 2 sp | 1 lb. | | Mirror, steel | 5 gp | 1/2 lb. | | Oil (flask) | 1 sp | 1 lb. | | Paper (one sheet) | 2 sp | - | | Parchment (one sheet) | 1 sp | - | | Perfume (vial) | 5 gp | - | | Pick, miner's | 2 gp | 10 lb. | | Piton | 5 cp | 1/4 lb. | | Poison, basic (vial) | 100 gp | - | | Pole (10-foot) | 5 cp | 7 lb. | | Pot, iron | 2 gp | 10 lb. | | Potion of healing | 50 gp | 1/2 lb. | | Pouch | 5 sp | 1 lb. | | Quiver | 1 gp | 1 lb. | | Ram, portable | 4 gp | 35 lb. | | Rations (1 day) | 5 sp | 2 lb. | | Robes | 1 gp | 4 lb. | | Rope, hempen (50 feet) | 1 gp | 10 lb. | | Rope, silk (50 feet) | 10 gp | 5 lb. | | Sack | 1 cp | 1/2 lb. | | Scale, merchant's | 5 gp | 3 lb. | | Sealing wax | 5 sp | - | | Shovel | 2 gp | 5 lb. | | Signal whistle | 5 cp | - | | Signet ring | 5 gp | - | | Soap | 2 cp | - | | Spellbook | 50 gp | 3 lb. | | Spikes, iron (10) | 1 gp | 5 lb. | | Spyglass | 1,000 gp | 1 lb. | | Tent, two-person | 2 gp | 20 lb. | | Tinderbox | 5 sp | 1 lb. | | Torch | 1 cp | 1 lb. | | Vial | 1 gp | - | | Waterskin | 2 sp | 5 lb. (full) | | Whetstone | 1 cp | 1 lb. | ## Container Capacity | Container | Capacity | |------------------|----------------------------------------| | Backpack* | 1 cubic foot/30 pounds of gear | | Barrel | 40 gallons liquid, 4 cubic feet solid | | Basket | 2 cubic feet/40 pounds of gear | | Bottle | 1 1/2 pints liquid | | Bucket | 3 gallons liquid, 1/2 cubic foot solid | | Chest | 12 cubic feet/300 pounds gear | | Flask or tankard | 1 pint liquid | | Jug or pitcher | 1 gallon liquid | | Pot, iron | 1 gallon liquid | | Pouch | 1/5 cubic foot/6 pounds of gear | | Sack | 1 cubic foot/30 pounds of gear | | Vial | 4 ounces liquid | | Waterskin | 4 pints liquid | \* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. ================================================ FILE: docs/adventuring/equipment/armor.md ================================================ description: Rules and information about different armor types from the 5th Edition (5e) SRD (System Reference Document). # Armor Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. **Armor Proficiency.** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. **Armor Class (AC).** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. **Heavy Armor.** Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. **Stealth.** If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. **Shields.** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. ## Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. **Padded.** Padded armor consists of quilted layers of cloth and batting. **Leather.** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. **Studded Leather.** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. ## Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. **Hide.** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. **Chain Shirt.** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. **Scale Mail.** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. **Breastplate.** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. **Half Plate.** Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. ## Heavy Armor Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. **Ring Mail.** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. **Chain Mail.** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. **Splint.** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. **Plate.** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. ## Armor Table | Light Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |-----------------|--------|-------------------|-----------|---------------|--------| | Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. | | Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. | | Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. | | Medium Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |-----------------|--------|---------------------------|-----------|---------------|--------| | Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. | | Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. | | Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | | Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. | | Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. | | Heavy Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |-----------------|----------|------------------|-----------|---------------|--------| | Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. | | Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. | | Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | | Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | | Shield | Cost | Armor Class (AC) | Strength | Stealth | Weight | |-----------------|----------|------------------|-----------|---------------|--------| | Shield | 10 gp | +2 | - | - | 6 lb. | ## Getting Into and Out of Armor The time it takes to don or doff armor depends on the armor's category. **Don.** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor. **Doff.** This is the time it takes to take off armor. If you have help, reduce this time by half. | Category | Don | Doff | |---------------|------------|-----------| | Light Armor | 1 minute | 1 minute | | Medium Armor | 5 minutes | 1 minute | | Heavy Armor | 10 minutes | 5 minutes | | Shield | 1 action | 1 action | ================================================ FILE: docs/adventuring/equipment/coins.md ================================================ description: Rules for different coin types from the 5th Edition (5e) SRD (System Reference Document). # Coins Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. **Standard Exchange Rates** | Coin | CP | SP | EP | GP | PP | |---------------|-------|------|-----|-------|---------| | Copper (cp) | 1 | 1/10 | 1/50| 1/100 | 1/1,000 | | Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | | Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | | Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | | Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 | ================================================ FILE: docs/adventuring/equipment/equipment_packs.md ================================================ description: A list of prebuilt equipment packs for characters from the 5th Edition (5e) SRD (System Reference Document). # Equipment packs The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. **Burglar's Pack (16 gp).** Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. **Diplomat's Pack (39 gp).** Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. **Dungeoneer's Pack (12 gp).** Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. **Entertainer's Pack (40 gp).** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. **Explorer's Pack (10 gp).** Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. **Priest's Pack (19 gp).** Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. **Scholar's Pack (40 gp).**) Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. ================================================ FILE: docs/adventuring/equipment/index.md ================================================ # Equipment * [Adventuring Gear](/adventuring/equipment/adventuring_gear/) * [Armor](/adventuring/equipment/armor/) * [Coins](/adventuring/equipment/coins/) * [Equipment Packs](/adventuring/equipment/equipment_packs/) * [Mounts and Vehicles](/adventuring/equipment/mounts_and_vehicles/) * [Tools](/adventuring/equipment/tools/) * [Trade Goods](/adventuring/equipment/trade_goods/) * [Weapons](/adventuring/equipment/weapons/) ================================================ FILE: docs/adventuring/equipment/mounts_and_vehicles.md ================================================ description: Rules and information for different mounts and vehicles from the 5th Edition (5e) SRD (System Reference Document). # Mounts and Vehicles A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. **Barding.** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. **Saddles.** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. **Vehicle Proficiency.** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. **Rowed Vessels.** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. ## Mounts | Item | Cost | Speed | Carrying Capacity | |----------------|-------:|--------|-------------------| | Camel | 50 gp | 50 ft. | 480 lb. | | Donkey or mule | 8 gp | 40 ft. | 420 lb. | | Elephant | 200 gp | 40 ft. | 1,320 lb. | | Horse, draft | 50 gp | 40 ft. | 540 lb. | | Horse, riding | 75 gp | 60 ft. | 480 lb. | | Mastiff | 25 gp | 40 ft. | 195 lb. | | Pony | 30 gp | 40 ft. | 225 lb. | | Warhorse | 400 gp | 60 ft. | 540 lb. | ## Tack, Harness, and Drawn Vehicles | Item | Cost | Weight | |---------------------|-------:|--------:| | Barding | x4 | x2 | | Bit and bridle | 2 gp | 1 lb. | | Carriage | 100 gp | 600 lb. | | Cart | 15 gp | 200 lb. | | Chariot | 250 gp | 100 lb. | | Feed (per day) | 5 cp | 10 lb. | | Saddlebags | 4 gp | 8 lb. | | Sled | 20 gp | 300 lb. | | Stabling (per day) | 5 sp | - | | Wagon | 35 gp | 400 lb. | ## Saddles | Item | Cost | Weight | |----------|------:|-------:| | Exotic | 60 gp | 40 lb. | | Military | 20 gp | 30 lb. | | Pack | 5 gp | 15 lb. | | Riding | 10 gp | 25 lb. | ## Waterborne Vehicles | Item | Cost | Speed | |--------------|----------:|------------| | Galley | 30,000 gp | 4 mph | | Keelboat | 3,000 gp | 1 mph | | Longship | 10,000 gp | 3 mph | | Rowboat | 50 gp | 1 1/2 mph | | Sailing ship | 10,000 gp | 2 mph | | Warship | 25,000 gp | 2 1/2 mph | ================================================ FILE: docs/adventuring/equipment/selling_treasure.md ================================================ description: Rules for selling treasure from the 5th Edition (5e) SRD (System Reference Document). # Selling Treasure Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. **Arms, Armor, and Other Equipment.** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. **Magic Items.** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. **Gems, Jewelry, and Art Objects.** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. **Trade Goods.** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods--bars of iron, bags of salt, livestock, and so on--retain their full value in the market and can be used as currency. ================================================ FILE: docs/adventuring/equipment/tools.md ================================================ description: Rules and information for different tool kits from the 5th Edition (5e) SRD (System Reference Document). # Tools A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood. **Artisan's Tools.** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. **Disguise Kit.** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. **Forgery Kit.** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. **Gaming Set.** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. **Herbalism Kit.** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and _potions of healing_. **Musical Instrument.** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. **Navigator's Tools.** This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. **Poisoner's Kit.** A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. **Thieves' Tools.** This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. ## Tools Tables ### Artisan's tools | Item | Cost | Weight | |-------------------------|-------|--------| | Alchemist's supplies | 50 gp | 8 lb. | | Brewer's supplies | 20 gp | 9 lb. | | Calligrapher's supplies | 8 gp | 5 lb. | | Carpenter's tools | 15 gp | 6 lb. | | Cartographer's tools | 5 gp | 6 lb. | | Cobbler's tools | 1 gp | 5 lb. | | Cook's utensils | 30 gp | 8 lb. | | Glassblower's tools | 25 gp | 5 lb. | | Jeweler's tools | 6 gp | 2 lb. | | Leatherworker's tools | 10 gp | 5 lb. | | Mason's tools | 10 gp | 8 lb. | | Painter's supplies | 10 gp | 5 lb. | | Potter's tools | 10 gp | 3 lb. | | Smith's tools | 20 gp | 8 lb. | | Tinker's tools | 50 gp | 10 lb. | | Weaver's tools | 1 gp | 5 lb. | | Woodcarver's tools | 1 gp | 5 lb. | | Disguise kit | 25 gp | 3 lb. | | Forgery kit | 15 gp | 5 lb. | ## Gaming set | Item | Cost | Weight | |------------------|-------|--------| | Dice set | 1 sp | - | | Playing card set | 5 sp | - | ## Musical instrument | Item | Cost | Weight | |-----------|-------|--------| | Bagpipes | 30 gp | 6 lb. | | Drum | 6 gp | 3 lb. | | Dulcimer | 25 gp | 10 lb. | | Flute | 2 gp | 1 lb. | | Lute | 35 gp | 2 lb. | | Lyre | 30 gp | 2 lb. | | Horn | 3 gp | 2 lb. | | Pan flute | 12 gp | 2 lb. | | Shawm | 2 gp | 1 lb. | | Viol | 30 gp | 1 lb. | ## Other tools | Item | Cost | Weight | |-------------------|-------|--------| | Herbalism kit | 5 gp | 3 lb. | | Navigator's tools | 25 gp | 2 lb. | | Poisoner's kit | 50 gp | 2 lb. | | Thieves' tools | 25 gp | 1 lb. | ================================================ FILE: docs/adventuring/equipment/trade_goods.md ================================================ description: Information about different trade goods from the 5th Edition (5e) SRD (System Reference Document). # Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. ## Trade Goods table | Cost | Goods | |--------|----------------------------------------------| | 1 cp | 1 lb. of wheat | | 2 cp | 1 lb. of flour or one chicken | | 5 cp | 1 lb. of salt | | 1 sp | 1 lb. of iron or 1 sq. yd. of canvas | | 5 sp | 1 lb. of copper of 1 sq. yd. of cotton cloth | | 1 gp | 1 lb. of ginger or one goat | | 2 gp | 1 lb. of cinnamon or pepper, or one sheep | | 3 gp | 1 lb. of cloves or one pig | | 5 gp | 1 lb. of silver or 1 sq. yd. of linen | | 10 gp | 1 sq. yd. of silk or one cow | | 15 gp | 1 lb. of saffron or one ox | | 50 gp | 1 lb. of gold | | 500 gp | 1 lb. of platinum | ================================================ FILE: docs/adventuring/equipment/weapons.md ================================================ description: Rules and information about different weapon types and properties from the 5th Edition (5e) SRD (System Reference Document). # Weapons Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance. ## Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. ## Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. **Ammunition.** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. **Finesse.** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. **Heavy.** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. **Light.** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. **Loading.** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. **Range.** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. **Reach.** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. **Special.** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). **Thrown.** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. **Two-Handed.** This weapon requires two hands when you attack with it. **Versatile.** This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack. ## Improvised Weapons Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. ## Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. ## Special Weapons Weapons with special rules are described here. **Lance.** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. **Net.** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. ## Weapons Table | Simple Melee Weapons | Cost | Damage | Weight | Properties | |-----------------------|------|-----------------|--------|---------------------------------------| | Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | | Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | | Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | | Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | | Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | | Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | | Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - | | Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | | Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | | Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | | Simple Ranged Weapons | Cost | Damage | Weight | Properties | |-----------------------|-------|-----------------|---------|------------------------------------------------| | Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | | Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | | Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | | Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) | | Martial Melee Weapons | Cost | Damage | Weight | Properties | |-----------------------|-------|-----------------|--------|---------------------------------------| | Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | | Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - | | Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | | Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | | Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | | Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | | Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | | Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | | Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | | Morningstar | 15 gp | 1d8 piercing | 4 lb. | - | | Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | | Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | | Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | | Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | | Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | | War pick | 5 gp | 1d8 piercing | 2 lb. | - | | Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | | Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | | Martial Ranged Weapons | Cost | Damage | Weight | Properties | |------------------------|-------|-----------------|---------|--------------------------------------------------------| | Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | | Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | | Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | | Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | | Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | ================================================ FILE: docs/adventuring/index.md ================================================ # Adventuring ## General Adventuring * [Between Adventures](/adventuring/between_adventures/) * [Movement](/adventuring/movement/) * [Planes of Existence](/adventuring/planes_of_existence/) * [Resting](/adventuring/resting/) * [The Environment](/adventuring/the_environment/) * [Time](/adventuring/time/) ## Equipment * [Adventuring Gear](/adventuring/equipment/adventuring_gear/) * [Armor](/adventuring/equipment/armor/) * [Coins](/adventuring/equipment/coins/) * [Equipment Packs](/adventuring/equipment/equipment_packs/) * [Mounts and Vehicles](/adventuring/equipment/mounts_and_vehicles/) * [Tools](/adventuring/equipment/tools/) * [Trade Goods](/adventuring/equipment/trade_goods/) * [Weapons](/adventuring/equipment/weapons/) ================================================ FILE: docs/adventuring/movement.md ================================================ description: Rules for managing movement and travel from the 5th Edition (5e) SRD (System Reference Document). # Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. ## Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. ### Travel Pace While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. **Forced March.** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion. **Mounts and Vehicles.** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly. | Pace | Distance per Minute | Distance per Hour | Distance per day | Effect | |--------|---------------------|-------------------|------------------|--------------------------------------------------| | Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores | | Normal | 300 feet | 3 miles | 24 miles | - | | Slow | 200 feet | 2 miles | 18 miles | Able to use stealth | ### Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain. You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day. ## Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. ### Climbing, Swimming, and Crawling While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. ### Jumping Your Strength determines how far you can jump. **Long Jump.** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. **High Jump.** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height. ================================================ FILE: docs/adventuring/planes_of_existence.md ================================================ description: Descriptions of the different planes of existence from the 5th Edition (5e) SRD (System Reference Document). # The Planes of Existence The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. ## The Material Plane The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. ## Beyond the Material Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. ### Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. **Spells.** A number of spells allow direct or indirect access to other planes of existence. **_Plane shift_** and **_gate_** can transport adventurers directly to any other plane of existence, with different degrees of precision. **_Etherealness_** allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches--such as the Elemental Planes. And the **_astral projection_** spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. **Portals.** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog-shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations-- circles of standing stones, soaring towers, sailing ships, or even whole towns--that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). ### Transitive Planes The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as **_etherealness_** and **_astral projection_** allow characters to enter these planes and traverse them to reach the planes beyond. The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the **_see invisibility_** and **_true seeing_** spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as **_forcecage_** and **_wall of force_**. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. ### Inner Planes The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**--Air, Earth, Fire, and Water--form a ring around the Material Plane, suspended within the churning **Elemental Chaos**. At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. ### Outer Planes If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day--if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. #### Outer Planes The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. #### Demiplanes Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as **_demiplane_**, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a **_plane shift_** spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The **_gate_** spell is more reliable, assuming the caster knows of the demiplane. ================================================ FILE: docs/adventuring/resting.md ================================================ description: Rules for resting and recovering from the 5th Edition (5e) SRD (System Reference Document). # Resting Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest--time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. ## Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. ## Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. ================================================ FILE: docs/adventuring/the_environment.md ================================================ description: Rules for managing environmental hazards from the 5th Edition (5e) SRD (System Reference Document). # The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. ## Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. ## Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. ## Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A **heavily obscured** area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. **Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. **Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. **Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. ### Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. ### Darkvision Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. ### Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. ## Food and Water Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. ### Food A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero. ### Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case. ## Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. ================================================ FILE: docs/adventuring/time.md ================================================ description: Rules for tracking time from the 5th Edition (5e) SRD (System Reference Document). # Time In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time. For long journeys, a scale of **days** works best. Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time. ================================================ FILE: docs/character/alignment.md ================================================ description: Rules describing character and creature alignment from the 5th Edition (5e) SRD (System Reference Document). # Alignment A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. **Lawful good (LG)** creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. **Neutral good (NG)** folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. **Chaotic good (CG)** creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. **Lawful neutral (LN)** individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. **Neutral (N)** is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. **Chaotic neutral (CN)** creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. **Lawful evil (LE)** creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. **Neutral evil (NE)** is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. **Chaotic evil (CE)** creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. ### Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.) Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. Most creatures that lack the capacity for rational thought do not have alignments - they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. ================================================ FILE: docs/character/backgrounds.md ================================================ description: Rules and examples for creating a character background from the 5th Edition (5e) SRD (System Reference Document). # Backgrounds Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is **what changed**? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have **more** money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. ### Proficiencies Each background gives a character proficiency in two skills. In addition, most backgrounds give a character proficiency with one or more tools. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. ### Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. ### Equipment Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. ### Suggested Characteristics A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. Customizing a Background You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one. ## Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy--Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. **Skill Proficiencies:** Insight, Religion **Languages:** Two of your choice **Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp ### Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. ### Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. | d8 | Personality Trait | |----|--------------------------------------------------------------------------------------------------------------------| | 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. | | 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. | | 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen | | 4 | Nothing can shake my optimistic attitude. | | 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | | 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | | 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | | 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. | | d6 | Ideal | |----|------------------------------------------------------------------------------------------------------------------------| | 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | | 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) | | 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) | | 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | | 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) | | 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) | | d6 | Bond | |----|------------------------------------------------------------------------------------------| | 1 | I would die to recover an ancient relic of my faith that was lost long ago. | | 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | | 3 | I owe my life to the priest who took me in when my parents died. | | 4 | Everything I do is for the common people. | | 5 | I will do anything to protect the temple where I served. | | 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. | | d6 | Flaw | |----|-----------------------------------------------------------------------------------------------| | 1 | I judge others harshly, and myself even more severely. | | 2 | I put too much trust in those who wield power within my temple's hierarchy. | | 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | | 4 | I am inflexible in my thinking. | | 5 | I am suspicious of strangers and expect the worst of them. | | 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | ================================================ FILE: docs/character/classes/barbarian.md ================================================ description: Rules and information for the Barbarian class from the 5th Edition (5e) SRD (System Reference Document). # The Barbarian | Level | Proficiency Bonus | Rages | Rage Damage | Features | |-------|-------------------|-----------|-------------|-----------------------------------------------| | 1st | +2 | 2 | +2 | Rage, Unarmored Defense | | 2nd | +2 | 2 | +2 | Reckless Attack, Danger Sense | | 3rd | +2 | 3 | +2 | Primal Path | | 4th | +2 | 3 | +2 | Ability Score Improvement | | 5th | +3 | 3 | +2 | Extra Attack, Fast Movement | | 6th | +3 | 4 | +2 | Path feature | | 7th | +3 | 4 | +2 | Feral Instinct | | 8th | +3 | 4 | +2 | Ability Score Improvement | | 9th | +4 | 4 | +3 | Brutal Critical (1 die) | | 10th | +4 | 4 | +3 | Path feature | | 11th | +4 | 4 | +3 | Relentless | | 12th | +4 | 5 | +3 | Ability Score Improvement | | 13th | +5 | 5 | +3 | Brutal Critical (2 dice) | | 14th | +5 | 5 | +3 | Path Feature | | 15th | +5 | 5 | +3 | Persistent Rage | | 16th | +5 | 5 | +4 | Ability Score Improvement | | 17th | +6 | 6 | +4 | Brutal Critical (3 dice) | | 18th | +6 | 6 | +4 | Indomitable Might | | 19th | +6 | 6 | +4 | Ability Score Improvement | | 20th | +6 | Unlimited | +4 | Primal Champion | ## Class Features As a barbarian, you gain the following class features. ### Hit Points **Hit Dice:** 1d12 per barbarian level **Hit Points at 1st Level:** 12 + your Constitution modifier **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st ### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Strength, Constitution **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a greataxe or (b) any martial melee weapon * (a) two handaxes or (b) any simple weapon * An explorer's pack and four javelins ### Rage - - - In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: * You have advantage on Strength checks and Strength saving throws. * When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. * You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. ### Unarmored Defense - - - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. ### Reckless Attack - - - Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ### Danger Sense - - - At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. ### Primal Path - - - At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack - - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Fast Movement - - - Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. ### Feral Instinct - - - By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. ### Brutal Critical - - - Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. ### Relentless Rage - - - Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. 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. ### Persistent Rage - - - Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. ### Indomitable Might - - - Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. ### Primal Champion - - - At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. ## Path of the Berserker - - - For some barbarians, rage is a means to an end, that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. #### Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). #### Mindless Rage Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. #### Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (**DC equal to 8 + your proficiency bonus + your Charisma modifier**) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. #### Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. ================================================ FILE: docs/character/classes/bard.md ================================================ description: Rules and information for the Bard class from the 5th Edition (5e) SRD (System Reference Document). # The Bard | Level | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features | |-------|-------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------| | 1st | +2 | 2 | 4 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Bardic Inspiration (d6) | | 2nd | +2 | 2 | 5 | 3 | - | - | - | - | - | - | - | - | Jack of All Trades, Song of Rest (d6) | | 3nd | +2 | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | Bard College, Expertise | | 4th | +2 | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement | | 5th | +3 | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | Bardic Inspiration (d8), Font of Inspiration | | 6th | +3 | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | Countercharm, Bard College feature | | 7th | +3 | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | - | | 8th | +3 | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement | | 9th | +4 | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | Song of Rest (d8) | | 10th | +4 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Bardic Inspiration (d10), Expertise, Magical Secrets | | 11th | +4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement | | 13th | +5 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Song of Rest (d10) | | 14th | +5 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Magical Secrets, Bard College feature | | 15th | +5 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Bardic Inspiration (d12) | | 16th | +5 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement | | 17th | +6 | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Song of Rest (d12) | | 18th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Magical Secrets | | 19th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | | 20th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Superior Inspiration | ## Class Features As a bard, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per bard level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools:** Three musical instruments of your choice **Saving Throws:** Dexterity, Charisma **Skills:** Choose any three ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a rapier, (b) a longsword, or (c) any simple weapon * (a) a diplomat’s pack or (b) an entertainer’s pack * (a) a lute or (b) any other musical instrument * Leather armor and a dagger ### Spellcasting - - - You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. #### Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. #### Spell Slots The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. #### Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. > **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier > **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells. ### Bardic Inspiration - - - You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. ### Jack of All Trades - - - Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. ### Song of Rest - - - Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. ### Bard College - - - At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. ### Expertise - - - At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Font of Inspiration - - - Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. ### Countercharm - - - At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). ### Magical Secrets - - - By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. ### Superior Inspiration - - - At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. ## College of Lore - - - Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. #### Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. #### Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. #### Additional Magical Secrets At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. #### Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. ================================================ FILE: docs/character/classes/cleric.md ================================================ description: Rules and information for the Cleric class from the 5th Edition (5e) SRD (System Reference Document). # The Cleric | Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features | |-------|-------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------| | 1st | +2 | 3 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Divine Domain | | 2nd | +2 | 3 | 3 | - | - | - | - | - | - | - | - | Channel Divinity (1/rest), Divine Domain feature | | 3rd | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | - | | 4th | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement | | 5th | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | Destroy Undead (CR 1/2) | | 6th | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | Channel Divinity (2/rest), Divine Domain feature | | 7th | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | - | | 8th | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | | 9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - | | 10th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Divine Intervention | | 11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Destroy Undead (CR 2) | | 12th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement | | 13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - | | 14th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Destroy Undead (CR 3) | | 15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - | | 16th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement | | 17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Destroy Undead (CR 4), Divine Domain feature | | 18th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Channel Divinity (3/rest) | | 19th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | | 20th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Divine Intervention improvement | ## Class Features As a cleric, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per cleric level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st ### Proficiencies **Armor:** Light armor, medium armor. shields **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Wisdom, Charisma **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a mace or (b) a warhammer (if proficient) * (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) * (a) a light crossbow and 20 bolts or (b) any simple weapon * (a) a priest's pack or (b) an explorer's pack * A shield and a holy symbol ### Spellcasting - - - As a conduit for divine power, you can cast cleric spells. #### Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. #### Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. >**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier >**Spell attack modifier** = your proficiency bonus + your Wisdom modifier #### Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells. ### Divine Domain - - - Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. #### Domain Spells Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. ### Channel Divinity - - - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. #### Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Destroy Undead - - - Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. | Cleric Level | Destroys Undead of CR... | |--------------|--------------------------| | 5th | 1/2 or lower | | 8th | 1 or lower | | 11th | 2 or lower | | 14th | 3 or lower | | 17th | 4 or lower | ### Divine Intervention - - - Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required. ### Life Domain - - - The Life domain focuses on the vibrant positive energy, one of the fundamental forces of the universe, that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). #### Life Domain Spells | Cleric Level | Spells | |--------------|----------------------------------------| | 1st | _bless, cure wounds_ | | 3rd | _lesser restoration, spiritual weapon_ | | 5th | _beacon of hope, revivify_ | | 7th | _death ward, guardian of faith_ | | 9th | _mass cure wounds, raise dead_ | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Disciple of Life Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. #### Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. #### Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. ================================================ FILE: docs/character/classes/druid.md ================================================ description: Rules and information for the Druid class from the 5th Edition (5e) SRD (System Reference Document). # The Druid | Level | Proficiency Bonus | Cantrips Known |1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features | |-------|-------------------|----------------|----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------| | 1st | +2 | 2 |2 | - | - | - | - | - | - | - | - | Druidic, Spellcasting | | 2nd | +2 | 2 |3 | - | - | - | - | - | - | - | - | Wild Shape, Druid Circle | | 3nd | +2 | 2 |4 | 2 | - | - | - | - | - | - | - | - | | 4th | +2 | 3 |4 | 3 | - | - | - | - | - | - | - | Wild Shape Improvement, Ability Score Improvement | | 5th | +3 | 3 |4 | 3 | 2 | - | - | - | - | - | - | - | | 6th | +3 | 3 |4 | 3 | 3 | - | - | - | - | - | - | Druid Circle feature | | 7th | +3 | 3 |4 | 3 | 3 | 1 | - | - | - | - | - | - | | 8th | +3 | 3 |4 | 3 | 3 | 2 | - | - | - | - | - | Wild Shape Improvement, Ability Score Improvement | | 9th | +4 | 3 |4 | 3 | 3 | 3 | 1 | - | - | - | - | - | | 10th | +4 | 4 |4 | 3 | 3 | 3 | 2 | - | - | - | - | Druid Circle feature | | 11th | +4 | 4 |4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | 4 |4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement | | 13th | +5 | 4 |4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - | | 14th | +5 | 4 |4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Druid Circle feature | | 15th | +5 | 4 |4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - | | 16th | +5 | 4 |4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement | | 17th | +6 | 4 |4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - | | 18th | +6 | 4 |4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Timeless Body, Beast Spells | | 19th | +6 | 4 |4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | | 20th | +6 | 4 |4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Archdruid | ## Class Features As a druid, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per druid level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st ### Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools:** Herbalism kit **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a wooden shield or (b) any simple weapon * (a) a scimitar or (b) any simple melee weapon * Leather armor, an explorer's pack, and a druidic focus ### Druidic - - - You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. ### Spellcasting - - - Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. #### Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. #### Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. >**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier >**Spell attack modifier** = your proficiency bonus + your Wisdom modifier #### Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells. ### Wild Shape - - - Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. #### Beast Shapes | Level | Max. CR | Limitations | Example | |-------|---------|-----------------------------------|-------------| | 2nd | 1/4 | No flying or swimming speed | Wolf | | 4th | 1/2 | No flying speed | Crocodile | | 8th | 1 | - | Giant Eagle | You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: * Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. * When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. * You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as **_call lightning_**, that you've already cast. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. * You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. ### Druid Circle - - - At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Timeless Body - - - Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### Beast Spells - - - Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. ### Archdruid - - - At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. ### Circle of the Land - - - The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. #### Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. #### Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. #### Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. #### Arctic | Druid Level | Circle Spells | |-------------|--------------------------------------| | 3rd | _hold person, spike growth_ | | 5th | _sleet storm, slow_ | | 7th | _freedom of movement, ice storm_ | | 9th | _commune with nature, cone of cold_ | #### Coast | Druid Level | Circle Spells | |-------------|---------------------------------------| | 3rd | _mirror image, misty step_ | | 5th | _water breathing, water walk_ | | 7th | _control water, freedom of movement_ | | 9th | _conjure elemental, scrying_ | #### Desert | Druid Level | Circle Spells | |-------------|------------------------------------------------| | 3rd | _blur, silence_ | | 5th | _create food and water, protection from energy_| | 7th | _blight, hallucinatory terrain_ | | 9th | _insect plague, wall of stone_ | #### Forest | Druid Level | Circle Spells | |-------------|------------------------------------| | 3rd | _barkskin, spider climb_ | | 5th | _call lightning, plant growth_ | | 7th | _divination, freedom of movement_ | | 9th | _commune with nature, tree stride_ | #### Grassland | Druid Level | Circle Spells | |-------------|------------------------------------------------| | 3rd | _invisibility, pass without trace_ | | 5th | _daylight, haste_ | | 7th | _divination, freedom of movement_ | | 9th | _dream, insect plague_ | #### Mountain | Druid Level | Circle Spells | |-------------|------------------------------------------------| | 3rd | _spider climb, spike growth_ | | 5th | _lightning bolt, meld into stone_ | | 7th | _stone shape, stoneskin_ | | 9th | _passwall, wall of stone_ | #### Swamp | Druid Level | Circle Spells | |-------------|------------------------------------------------| | 3rd | _acid arrow, darkness_ | | 5th | _water walk, stinking cloud_ | | 7th | _freedom of movement, locate creature | | 9th | _insect plague, scrying_ | #### Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. #### Nature's Ward When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. #### Nature's Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. >##### Sacred Plants and Wood >A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. >Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. >Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. >##### Druids and the Gods >Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse. The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. ================================================ FILE: docs/character/classes/fighter.md ================================================ description: Rules and information for the Fighter class from the 5th Edition (5e) SRD (System Reference Document). # The Fighter | Level | Proficiency Bonus | Features | |-------|-------------------|-----------------------------| | 1st | +2 | Fighting Style, Second Wind | | 2nd | +2 | Action Surge (one use) | | 3rd | +2 | Martial Archetype | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack | | 6th | +3 | Ability Score Improvement | | 7th | +3 | Martial Archetype feature | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Indomitable (one use) | | 10th | +4 | Martial Archetype feature | | 11th | +4 | Extra Attack (2) | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Indomitable (two uses) | | 14th | +5 | Ability Score Improvement | | 15th | +5 | Martial Archetype feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Action Surge (two uses), Indomitable (three uses) | | 18th | +6 | Martial Archetype Feature | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Extra Attack (3) | ## Class Features As a fighter, you gain the following class features. ### Hit Points **Hit Dice:** 1d10 per fighter level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st ### Proficiencies **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Strength, Constitution **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) chain mail or (b) leather armor, longbow, and 20 arrows * (a) a martial weapon and a shield or (b) two martial weapons * (a) a light crossbow and 20 bolts or (b) two handaxes * (a) a dungeoneer's pack or (b) and explorer's pack ### Fighting Style - - - You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons #### Defense While you are wearing armor, you gain a +1 bonus to AC #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier. ### Second Wind - - - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. ### Action Surge - - - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. ### Martial Archetype - - - At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ### Ability Score Improvement - - - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack - - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ### Indomitable - - - Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. ## Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. ### Champion - - - The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. #### Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. #### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. #### Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. #### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. ================================================ FILE: docs/character/classes/index.md ================================================ description: In 5th Edition (5e), classes define what a character is good at and what skills they have. # Classes * [Barbarian](/character/classes/barbarian/) * [Bard](/character/classes/bard/) * [Cleric](/character/classes/cleric/) * [Druid](/character/classes/druid/) * [Fighter](/character/classes/fighter/) * [Monk](/character/classes/monk/) * [Paladin](/character/classes/paladin/) * [Ranger](/character/classes/ranger/) * [Rogue](/character/classes/rogue/) * [Sorcerer](/character/classes/sorcerer/) * [Warlock](/character/classes/warlock/) * [Wizard](/character/classes/wizard/) ================================================ FILE: docs/character/classes/monk.md ================================================ description: Rules and information for the Monk class from the 5th Edition (5e) SRD (System Reference Document). # The Monk | Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | |-------|-------------------|--------------|-----------|--------------------|--------------------------------------| | 1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts | | 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement | | 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles | | 4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall | | 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike | | 6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature | | 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind | | 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement | | 9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement | | 10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body | | 11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature | | 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement | | 13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon | | 14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul | | 15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body | | 16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement | | 17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature | | 18th | +6 | 1d10 | 18 | +30 ft. | Empty Body | | 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement | | 20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self | ## Class Features As a monk, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per monk level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st ### Proficiencies **Armor:** None **Weapons:** Simple weapons, shortswords **Tools:** Choose one type of artisan's tools or one musical instrument **Saving Throws:** Strength, Dexterity **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a shortsword or (b) any simple weapon * (a) a dungeoneer’s pack or (b) an explorer’s pack * 10 darts ### Unarmored Defense - - - Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Martial Arts - - - At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. * When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. ### Ki - - - Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: > Ki save DC = 8 + your proficiency bonus + your Wisdom modifier #### Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. #### Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn. #### Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. ### Unarmored Movement - - - Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ### Monastic Tradition - - - When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. ### Deflect Missiles - - - Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Slow Fall - - - Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. ### Extra Attack - - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Stunning Strike - - - Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. ### Ki-Empowered Strikes - - - Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Evasion - - - At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are 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. ### Stillness of Mind - - - Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. ### Purity of Body - - - At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. ### Tongue of the Sun and Moon - - - Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. ### Diamond Soul - - - Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. ### Timeless Body - - - At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. ### Empty Body - - - Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the **astral projection** spell, without needing material components. When you do so, you can’t take any other creatures with you. ### Perfect Self - - - At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. ## Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. ### Way of the Open Hand - - - Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. #### Open Hand Technique Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: * It must succeed on a Dexterity saving throw or be knocked prone. * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. * It can’t take reactions until the end of your next turn. #### Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. #### Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a **sanctuary** spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. #### Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. ================================================ FILE: docs/character/classes/paladin.md ================================================ description: Rules and information for the Paladin class from the 5th Edition (5e) SRD (System Reference Document). # The Paladin | Level | Proficiency Bonus | 1st | 2nd | 3rd | 4th | 5th | Features | |-------|-------------------|-----|-----|-----|-----|-----|--------------------------------------------| | 1st | +2 | - | - | - | - | - | Divine Sense, Lay on Hands | | 2nd | +2 | 2 | - | - | - | - | Fighting Style, Spellcasting, Divine Smite | | 3rd | +2 | 3 | - | - | - | - | Divine Health, Sacred Oath | | 4th | +2 | 3 | - | - | - | - | Ability Score Improvement | | 5th | +3 | 4 | 2 | - | - | - | Extra Attack | | 6th | +3 | 4 | 2 | - | - | - | Aura of Protection | | 7th | +3 | 4 | 3 | - | - | - | Sacred Oath feature | | 8th | +3 | 4 | 3 | - | - | - | Ability Score Improvement | | 9th | +4 | 4 | 3 | 2 | - | - | - | | 10th | +4 | 4 | 3 | 2 | - | - | Aura of Courage | | 11th | +4 | 4 | 3 | 3 | - | - | Improved Divine Smite | | 12th | +4 | 4 | 3 | 3 | - | - | Ability Score Improvement | | 13th | +5 | 4 | 3 | 3 | 1 | - | - | | 14th | +5 | 4 | 3 | 3 | 1 | - | Cleansing Touch | | 15th | +5 | 4 | 3 | 3 | 2 | - | Sacred Oath feature | | 16th | +5 | 4 | 3 | 3 | 2 | - | Ability Score Improvement | | 17th | +6 | 4 | 3 | 3 | 3 | 1 | - | | 18th | +6 | 4 | 3 | 3 | 3 | 1 | Aura improvements | | 19th | +6 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement | | 20th | +6 | 4 | 3 | 3 | 3 | 2 | Sacred Oath feature | ## Class Features As a paladin, you gain the following class features. ### Hit Points **Hit Dice:** 1d10 per paladin level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st ### Proficiencies **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Wisdom, Charisma **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a martial weapon and a shield or (b) two martial weapons * (a) five javelins or (b) any simple melee weapon * (a) a priest's pack or (b) an explorer's pack * Chain mail and a holy symbol ### Divine Sense - - - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the **_hallow_** spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. ### Lay on Hands - - - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. ### Fighting Style - - - At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Spellcasting - - - By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. #### Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. > **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier > **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. ### Divine Smite - - - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. ### Divine Health - - - By 3rd level, the divine magic flowing through you makes you immune to disease. ### Sacred Oath - - - When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. #### Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. #### Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack - - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Aura of Protection - - - Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. ### Aura of Courage - - - Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. ### Improved Divine Smite - - - By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. ### Cleansing Touch - - - Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. ## Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. ### Oath of Devotion - - - The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. #### Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. **Honesty.** Don't lie or cheat. Let your word be your promise. **Courage.** Never fear to act, though caution is wise. **Compassion.** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. **Honor.** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. **Duty.** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |---------------|--------------------------------------------------| | 3rd | _protection from evil and good, sanctuary_ | | 5th | _lesser restoration, zone of truth_ | | 9th | _beacon of hope, dispel magic_ | | 13th | _freedom of movement, guardian of faith_ | | 17th | _commune, flame strike_ | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. **Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. #### Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. #### Purity of Spirit Beginning at 15th level, you are always under the effects of a **_protection from evil and good_** spell. #### Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest. >##### Breaking Your Oath >A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. >A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. >If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. ================================================ FILE: docs/character/classes/ranger.md ================================================ description: Rules and information for the Ranger class from the 5th Edition (5e) SRD (System Reference Document). # The Ranger | Level | Proficiency Bonus | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Features | |-------|-------------------|--------------|-----|-----|-----|-----|-----|--------------------------------------------| | 1st | +2 | - | - | - | - | - | - | Favored Enemy, Natural Explorer | | 2nd | +2 | 2 | 2 | - | - | - | - | Fighting Style, Spellcasting | | 3rd | +2 | 3 | 3 | - | - | - | - | Ranger Archetype, Primeval Awareness | | 4th | +2 | 3 | 3 | - | - | - | - | Ability Score Improvement | | 5th | +3 | 4 | 4 | 2 | - | - | - | Extra Attack | | 6th | +3 | 4 | 4 | 2 | - | - | - | Favored Enemy and Natural Explorer improvements | | 7th | +3 | 5 | 4 | 3 | - | - | - | Ranger Archetype feature | | 8th | +3 | 5 | 4 | 3 | - | - | - | Ability Score Improvement, Land's Stride | | 9th | +4 | 6 | 4 | 3 | 2 | - | - | - | | 10th | +4 | 6 | 4 | 3 | 2 | - | - | Natural Explorer Improvement, Hide in Plain Sight | | 11th | +4 | 7 | 4 | 3 | 3 | - | - | Ranger Archetype feature | | 12th | +4 | 7 | 4 | 3 | 3 | - | - | Ability Score Improvement | | 13th | +5 | 8 | 4 | 3 | 3 | 1 | - | - | | 14th | +5 | 8 | 4 | 3 | 3 | 1 | - | Favored Enemy improvement, Vanish | | 15th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ranger Archetype feature | | 16th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ability Score Improvement | | 17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | - | | 18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | Feral Senses | | 19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement | | 20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Foe Slayer | ## Class Features As a ranger, you gain the following class features. ### Hit Points **Hit Dice:** 1d10 per ranger level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st ### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Strength, Dexterity **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) scale mail or (b) leather armor * (a) two shortswords or (b) two simple melee weapons * (a) a dungeoneer's pack or (b) an explorer's pack * A longbow and a quiver of 20 arrows ### Favored Enemy - - - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. ### Natural Explorer - - - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn't slow your group's travel. * Your group can't become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. ### Fighting Style - - - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting - - - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. #### Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell **_animal friendship_** and have a 1st-level and a 2nd-level spell slot available, you can cast **_animal friendship_** using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. > **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier > **Spell attack modifier** = your proficiency bonus + your Wisdom modifier ### Ranger Archetype - - - At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Primeval Awareness - - - Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack - - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Land's Stride - - - Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. ### Hide in Plain Sight - - - Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ### Vanish - - - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. ### Feral Senses - - - At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. ### Foe Slayer - - - At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. ## Ranger Archetypes The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. ### Hunter - - - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. #### Hunter's Prey At 3rd level, you gain one of the following features of your choice. **Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. **Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. #### Defensive Tactics At 7th level, you gain one of the following features of your choice. **Escape the Horde.** Opportunity attacks against you are made with disadvantage. **Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. **Steel Will.** You have advantage on saving throws against being frightened. #### Multiattack At 11th level, you gain one of the following features of your choice. **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. **Whirlwind Attack.** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. #### Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. **Evasion.** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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. **Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ================================================ FILE: docs/character/classes/rogue.md ================================================ description: Rules and information for the Rogue class from the 5th Edition (5e) SRD (System Reference Document). # The Rogue | Level | Proficiency Bonus | Sneak Attack | Features | |-------|------------------ |---------------|----------------------------------------| | 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | | 2nd | +2 | 1d6 | Cunning Action | | 3rd | +2 | 2d6 | Roguish Archetype | | 4th | +2 | 2d6 | Ability Score Improvement | | 5th | +3 | 3d6 | Uncanny Dodge | | 6th | +3 | 3d6 | Expertise | | 7th | +3 | 4d6 | Evasion | | 8th | +3 | 4d6 | Ability Score Improvement | | 9th | +4 | 5d6 | Roguish Archetype feature | | 10th | +4 | 5d6 | Ability Score Improvement | | 11th | +4 | 6d6 | Reliable Talent | | 12th | +4 | 6d6 | Ability Score Improvement | | 13th | +5 | 7d6 | Roguish Archetype Feature | | 14th | +5 | 7d6 | Blindsense | | 15th | +5 | 8d6 | Slippery Mind | | 16th | +5 | 8d6 | Ability Score Improvement | | 17th | +6 | 9d6 | Roguish Archetype feature | | 18th | +6 | 9d6 | Elusive | | 19th | +6 | 10d6 | Ability Score Improvement | | 20th | +6 | 10d6 | Stroke of Luck | ## Class Features As a rogue, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per rogue level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools:** Thieves' tools **Saving Throws:** Dexterity, Intelligence **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a rapier or (b) a shortsword * (a) a shortbow and quiver of 20 arrows or (b) a shortsword * (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack * (a) Leather armor, two daggers, and thieves' tools ### Expertise - - - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. ### Sneak Attack - - - Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. ### Thieves' Cant - - - During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. ### Cunning Action - - - Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ### Roguish Archetype - - - At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Uncanny Dodge - - - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ### Evasion - - - Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an **_ice storm_** spell. When you are 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. ### Reliable Talent - - - By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. ### Blindsense - - - Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. ### Slippery Mind - - - By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. ### Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. ### Stroke of Luck - - - At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest. ## Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques. ### Thief - - - You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. #### Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. #### Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. #### Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. #### Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. #### Thief's Reflexes When you reach 17th level, you have become 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. You can't use this feature when you are surprised. ================================================ FILE: docs/character/classes/sorcerer.md ================================================ description: Rules and information for the Sorcerer class from the 5th Edition (5e) SRD (System Reference Document). # The Sorcerer | Level | Proficiency Bonus | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features | |-------|-------------------|----------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|------------------------------------| | 1st | +2 | - | 4 | 2 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Sorcerous Origin | | 2nd | +2 | 2 | 4 | 3 | 3 | - | - | - | - | - | - | - | - | Font of Magic | | 3rd | +2 | 3 | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - | Metamagic | | 4th | +2 | 4 | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement | | 5th | +3 | 5 | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - | - | | 6th | +3 | 6 | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - | Sorcerous Origin feature | | 7th | +3 | 7 | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - | - | | 8th | +3 | 8 | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement | | 9th | +4 | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - | | 10th | +4 | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Metamagic | | 11th | +4 | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement | | 13th | +5 | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - | | 14th | +5 | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Sorcerous Origin feature | | 15th | +5 | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - | | 16th | +5 | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement | | 17th | +6 | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Metamagic | | 18th | +6 | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Sorcerous Origin feature | | 19th | +6 | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | | 20th | +6 | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Sorcerous Restoration | ## Class Features As a sorcerer, you gain the following class features. ### Hit Points **Hit Dice:** 1d6 per sorcerer level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st ### Proficiencies **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None **Saving Throws:** Constitution, Charisma **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a light crossbow and 20 bolts or (b) any simple weapon * (a) a component pouch or (b) an arcane focus * (a) a dungeoneer's pack or (b) an explorer's pack * Two daggers ### Spellcasting - - - An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. #### Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell **_burning hands_** and have a 1st-level and a 2nd-level spell slot available, you can cast **_burning hands_** using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. > **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier > **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells. ### Sorcerous Origin - - - Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. ### Font of Magic - - - At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. #### Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. **Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. | Spell Slot Level | Sorcery Point Cost | |------------------|--------------------| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | **Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. ### Metamagic - - - At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. #### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. #### Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. #### Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, **_magic missile_** and **_scorching ray_** aren't eligible, but **_ray of frost_** and **_chromatic orb_** are. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Sorcerous Restoration - - - At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. ## Sorcerous Origins Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. ### Draconic Bloodline - - - Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. #### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. | Dragon | Damage Type | |--------|-------------| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. #### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. #### Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. #### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. #### Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. ================================================ FILE: docs/character/classes/warlock.md ================================================ description: Rules and information for the Warlock class from the 5th Edition (5e) SRD (System Reference Document). # The Warlock | Level | Proficiency Bonus | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | Features | |-------|-------------------|----------------|--------------|-------------|------------|-------------------|------------------------------------| | 1st | +2 | 2 | 2 | 1 | 1st | - | Otherworldly Patron, Pact Magic | | 2nd | +2 | 2 | 3 | 2 | 1st | 2 | Eldritch Invocations | | 3nd | +2 | 2 | 4 | 2 | 2nd | 2 | Pact Boon | | 4th | +2 | 3 | 5 | 2 | 2nd | 2 | Ability Score Improvement | | 5th | +3 | 3 | 6 | 2 | 3rd | 3 | - | | 6th | +3 | 3 | 7 | 2 | 3rd | 3 | Otherworldly Patron feature | | 7th | +3 | 3 | 8 | 2 | 4th | 4 | - | | 8th | +3 | 3 | 9 | 2 | 4th | 4 | Ability Score Improvement | | 9th | +4 | 3 | 10 | 2 | 5th | 5 | - | | 10th | +4 | 4 | 10 | 2 | 5th | 5 | Otherworldly Patron feature | | 11th | +4 | 4 | 11 | 3 | 5th | 5 | Mystic Arcanum (6th level) | | 12th | +4 | 4 | 11 | 3 | 5th | 6 | Ability Score Improvement | | 13th | +5 | 4 | 12 | 3 | 5th | 6 | Mystic Arcanum (7th level) | | 14th | +5 | 4 | 12 | 3 | 5th | 6 | Otherworldly Patron feature | | 15th | +5 | 4 | 13 | 3 | 5th | 7 | Mystic Arcanum (8th level) | | 16th | +5 | 4 | 13 | 3 | 5th | 7 | Ability Score Improvement | | 17th | +6 | 4 | 14 | 4 | 5th | 7 | Mystic Arcanum (9th level) | | 18th | +6 | 4 | 14 | 4 | 5th | 8 | - | | 19th | +6 | 4 | 15 | 4 | 5th | 8 | Ability Score Improvement | | 20th | +6 | 4 | 15 | 4 | 5th | 8 | Eldritch Master | ## Class Features As a warlock, you gain the following class features. ### Hit Points **Hit Dice:** 1d8 per warlock level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Wisdom, Charisma **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a light crossbow and 20 bolts or (b) any simple weapon * (a) a component pouch or (b) an arcane focus * (a) a scholar's pack or (b) a dungeoneer's pack * Leather armor, any simple weapon, and two daggers ### Otherworldly Patron - - - At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. ### Pact Magic - - - Your arcane research and the magic bestowed on you by your patron have given you facility with spells. #### Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. #### Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell **_thunderwave_**, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. >**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier >**Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. ### Eldritch Invocations - - - In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. ### Pact Boon - - - At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. #### Pact of the Chain You learn the **_find familiar_** spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. 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. #### Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. #### Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Mystic Arcanum - - - At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ### Eldritch Master - - - At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. ## Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. #### Agonizing Blast **Prerequisite:** **_eldritch blast_** cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. #### Armor of Shadows You can cast **_mage armor_** on yourself at will, without expending a spell slot or material components. #### Ascendant Step **Prerequisite:** 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. #### Beast Speech You can cast **_speak with animals_** at will, without expending a spell slot. #### Beguiling Influence You gain proficiency in the Deception and Persuasion skills. #### Bewitching Whispers **Prerequisite:** 7th level You can cast **_compulsion_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Book of Ancient Secrets **Prerequisite: Pact of the Tome feature** You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. #### Chains of Carceri **Prerequisite:** 15th level, Pact of the Chain feature You can cast **_hold monster_** at will—targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. #### Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Dreadful Word **Prerequisite:** 7th level You can cast **_confusion_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Eldritch Sight You can cast **_detect magic_** at will, without expending a spell slot. #### Eldritch Spear **Prerequisite:** **_eldritch blast_** cantrip When you cast **_eldritch blast_**, its range is 300 feet. #### Eyes of the Rune Keeper You can read all writing. #### Fiendish Vigor You can cast **_false life_** on yourself at will as a 1st-level spell, without expending a spell slot or material components. #### Gaze of Two Minds You can use your action to touch a willing humanoid 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 use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. #### Lifedrinker **Prerequisite:** 12th level, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). #### Mask of Many Faces You can cast **_disguise self_** at will, without expending a spell slot. #### Master of Myriad Forms **Prerequisite:** 15th level You can cast **_alter self_** at will, without expending a spell slot. #### Minions of Chaos **Prerequisite:** 9th level You can cast **_conjure elemental_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Mire the Mind **Prerequisite:** 5th level You can cast **_slow_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Misty Visions You can cast **_silent image_** at will, without expending a spell slot or material components. #### One with Shadows **Prerequisite:** 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. #### Otherworldly Leap **Prerequisite:** 9th level You can cast jump on yourself at will, without expending a spell slot or material components. #### Repelling Blast **Prerequisite:** **_eldritch blast_** cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. #### Sculptor of Flesh **Prerequisite:** 7th level You can cast **_polymorph_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Sign of Ill Omen **Prerequisite:** 5th level You can cast **_bestow_** curse once using a warlock spell slot. You can't do so again until you finish a long rest. #### Thief of Five Fates You can cast **_bane_** once using a warlock spell slot. You can't do so again until you finish a long rest. #### Thirsting Blade **Prerequisite:** 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. #### Visions of Distant Realms **Prerequisite:** 15th level You can cast arcane eye at will, without expending a spell slot. #### Voice of the Chain Master **Prerequisite:** Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. #### Whispers of the Grave **Prerequisite:** 9th level You can cast **_speak with dead_** at will, without expending a spell slot. #### Witch Sight **Prerequisite:** 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. ## Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. ### The Fiend - - - You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. #### Expanded Spell List The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |-------------|-------------------------------------| | 1st | _burning hands, command_ | | 2nd | _blindness/deafness, scorching ray_ | | 3rd | _fireball, stinking cloud_ | | 4th | _fire shield, wall of fire_ | | 5th | _flame strike, hallow_ | #### Dark One's Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). #### Dark One's Own Luck Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest. #### Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. #### Hurl Through Hell Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest. >#### Your Pact Boon >Each Pact Boon option produces a special creature or an object that reflects your patron's nature. >**Pact of the Chain.** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it. >**Pact of the Blade.** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. >**Pact of the Tome.** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. ================================================ FILE: docs/character/classes/wizard.md ================================================ description: Rules and information for the Wizard class from the 5th Edition (5e) SRD (System Reference Document). # The Wizard | Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features | |-------|-------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|----------------------------------| | 1st | +2 | 3 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Arcane Recovery | | 2nd | +2 | 3 | 3 | - | - | - | - | - | - | - | - | Arcane Tradition | | 3nd | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | - | | 4th | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement | | 5th | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | - | | 6th | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | Arcane Tradition feature | | 7th | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | - | | 8th | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement | | 9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - | | 10th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Arcane Tradition feature | | 11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement | | 13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - | | 14th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Arcane Tradition feature | | 15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - | | 16th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement | | 17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - | | 18th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Spell Mastery | | 19th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | | 20th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Signature Spell | ## Class Features As a wizard, you gain the following class features. ### Hit Points **Hit Dice:** 1d6 per wizard level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st ### Proficiencies **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a quarterstaff or (b) a dagger * (a) a component pouch or (b) an arcane focus * (a) a scholar's pack or (b) an explorer's pack * A spellbook ### Spellcasting - - - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. #### Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. #### Spellbook At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. #### Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. >**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier >**Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells. #### Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. ### Arcane Recovery - - - You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. ### Arcane Tradition - - - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Ability Score Improvement - - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Spell Mastery - - - At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. ### Signature Spells - - - When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. ## Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. ### School of Evocation - - - You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. #### Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. #### Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. #### Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. #### Empowered Evocation Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. #### Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. > ### Your Spellbook > The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. > **Copying a Spell into the Book.** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. >For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > **Replacing the Book.** You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. > If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. > **The Book's Appearance.** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. ================================================ FILE: docs/character/fantasy-historical_pantheons.md ================================================ description: Descriptions of different fantasy and historical pantheons from the 5th Edition (5e) SRD (System Reference Document). # Fantasy-Historical Pantheons The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. ## The Celtic Pantheon It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak--and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. ## The Greek Pantheon The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too. ## The Egyptian Pantheon These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at--the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. ## The Norse Pantheon Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring--this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). ### Celtic Deities | Deity | Alignment | Suggested Domains | Symbol | |---------------------------------------------------|------------|-------------------------|---------------------------------------| | The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield | | Arawn, god of life and death | NE | Life, Death | Black star on gray background | | Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones | | Brigantia, goddess of rivers and livestock | NG | Life | Footbridge | | Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches | | Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak | | Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword | | Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands | | Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green | | Math Mathonwy, god of magic | NE | Knowledge | Staff | | Morrigan, goddess of battle | CE | War | Two crossed spears | | Nuada, god of war and warriors | N | War | Silver hand on black background | | Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll | | Silvanus, god of nature and forests | N | Nature | Summer oak tree | ### Greek Deities | Deity | Alignment | Suggested Domains | Symbol | |---------------------------------------------------|------------|-------------------------|---------------------------------------| | Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts | | Aphrodite, goddess of love and beauty | CG | Light | Sea shell | | Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre | | Ares, god of war and strife | CE | War | Spear | | Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk | | Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl | | Demeter, goddess of agriculture | NG | Life | Mare's head | | Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) | | Hades, god of the underworld | LE | Death | Black ram | | Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon | | Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil | | Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers | | Hercules, god of strength and adventure | CG | Tempest, War | Lion's head | | Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) | | Hestia, goddess of home and family | NG | Life | Hearth | | Nike, goddess of victory | LN | War | Winged woman | | Pan, god of nature | CN | Nature | Syrinx (pan pipes) | | Poseidon, god of the sea and earthquakes | CN | Tempest | Trident | | Tyche, goddess of good fortune | N | Trickery | Red pentagram | ### Egyptian Deities | Deity | Alignment | Suggested Domains | Symbol | |---------------------------------------------------|------------|--------------------------|---------------------------------------| | Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | | Anubis, god of judgment and death | LN | Death | Black jackal | | Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | | Bast, goddess of cats and vengeance | CG | War | Cat | | Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | | Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cow's head with lunar disk | | Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | | Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | | Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | | Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | | Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | | Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | | Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | | Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | ### Norse Deities | Deity | Alignment | Suggested Domains | Symbol | |---------------------------------------------------|------------|--------------------------|---------------------------------------| | Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye | | Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves | | Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice | | Forseti, god of justice and law | N | Light | Head of a bearded man | | Frey, god of fertility and the sun | NG | Life, Light | Ice‐blue greatsword | | Freya, goddess of fertility and love | NG | Life | Falcon | | Frigga, goddess of birth and fertility | N | Life, Light | Cat | | Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn | | Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side | | Hermod, god of luck | CN | Trickery | Winged scroll | | Loki, god of thieves and trickery | CE | Trickery | Flame | | Njord, god of sea and wind | NG | Nature, Tempest | Gold coin | | Odur, god of light and the sun | CG | Light | Solar disk | | Sif, goddess of war | CG | War | Upraised sword | | Skadi, god of earth and mountains | N | Nature | Mountain peak | | Surtur, god of fire giants and war | LE | War | Flaming sword | | Thor, god of storms and thunder | CG | Tempest, War | Hammer | | Thrym, god of frost giants and cold | CE | War | White double-bladed axe | | Tyr, god of courage and strategy | LN | Knowledge, War | Sword | | Uller, god of hunting and winter | CN | Nature | Longbow | ================================================ FILE: docs/character/index.md ================================================ # Character ## General Character * [Alignment](/character/alignment/) * [Backgrounds](/character/backgrounds/) * [Fantasy-Historical Pantheons](/character/fantasy-historical_pantheons/) * [Languages](/character/languages) ## Classes * [Barbarian](/character/classes/barbarian/) * [Bard](/character/classes/bard/) * [Cleric](/character/classes/cleric/) * [Druid](/character/classes/druid/) * [Fighter](/character/classes/fighter/) * [Monk](/character/classes/monk/) * [Paladin](/character/classes/paladin/) * [Ranger](/character/classes/ranger/) * [Rogue](/character/classes/rogue/) * [Sorcerer](/character/classes/sorcerer/) * [Warlock](/character/classes/warlock/) * [Wizard](/character/classes/wizard/) ## Races * [Dragonborn](/character/races/dragonborn/) * [Dwarf](/character/races/dwarf/) * [Elf](/character/races/elf/) * [Gnome](/character/races/gnome/) * [Half-Elf](/character/races/half-elf/) * [Half-Orc](/character/races/half-orc/) * [Halfling](/character/races/halfling/) * [Human](/character/races/human/) * [Tiefling](/character/races/tiefling/) ================================================ FILE: docs/character/languages.md ================================================ description: Rules and information different languages from the 5th Edition (5e) SRD (System Reference Document). # Languages Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids. Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. ### Standard Languages | Language | Typical Speakers | Script | |------------|-------------------|----------| | Common | Humans | Common | | Dwarvish | Dwarves | Dwarvish | | Elvish | Elves | Elvish | | Giant | Ogres, Giants | Dwarvish | | Gnomish | Gnomes | Dwarvish | | Goblin | Goblinoids | Dwarvish | | Halfling | Halflings | Common | | Orc | Orcs | Dwarvish | ### Exotic Languages | Language | Typical Speakers | Script | |-------------|---------------------|-----------| | Abyssal | Demons | Infernal | | Celestial | Celestials | Celestial | | Draconic | Dragons, dragonborn | Draconic | | Deep Speech | Aboleths, cloakers | - | | Infernal | Devils | Infernal | | Primordial | Elementals | Dwarvish | | Sylvan | Fey creatures | Elvish | | Undercommon | Underworld traders | Elvish | ================================================ FILE: docs/character/races/dragonborn.md ================================================ description: Rules and information for the Dragonborn race from the 5th Edition (5e) SRD (System Reference Document). # Dragonborn ## Dragonborn Traits - - - Your draconic heritage manifests in a variety of traits you share with other dragonborn. **Ability Score Increase.** Your Strength score increases by 2, and your Charisma score increases by 1. **Age.** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. **Alignment.** Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. **Size.** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. #### Draconic Ancestry | Dragon | Damage Type | Breath Weapon | |--------|-------------|-----------------------------| | Black | Acid | 5 by 30 ft. line (Dex. save)| | Blue | Lightning | 5 by 30 ft. line (Dex. save)| | Brass | Fire | 5 by 30 ft. line (Dex. save)| | Bronze | Lightning | 5 by 30 ft. line (Dex. save)| | Copper | Acid | 5 by 30 ft. line (Dex. save)| | Gold | Fire | 15 ft. cone (Dex. save) | | Green | Poison | 15 ft. cone (Con. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | **Draconic Ancestry.** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. **Breath Weapon.** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals **_8 + your Constitution modifier + your proficiency bonus._** A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. **Damage Resistance.** You have resistance to the damage type associated with your draconic ancestry. **Languages.** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ================================================ FILE: docs/character/races/dwarf.md ================================================ description: Rules and information for the Dwarf race from the 5th Edition (5e) SRD (System Reference Document). # Dwarf ## Dwarf Traits - - - Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. **Ability Score Increase.** Your Constitution score increases by 2. **Age.** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. **Alignment.** Most dwarves are lawful, believing firmly in the benefits of a well-‐‑ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. **Size.** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. **Speed.** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. **Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage. **Dwarven Combat Training.** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. **Tool Proficiency.** You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Languages.** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ## Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. **Ability Score Increase.** Your Wisdom score increases by 1. **Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ================================================ FILE: docs/character/races/elf.md ================================================ description: Rules and information for the Elf race from the 5th Edition (5e) SRD (System Reference Document). # Elf ## Elf Traits - - - Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. **Ability Score Increase.** Your Dexterity score increases by 2. **Age.** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. **Alignment.** Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Keen Senses.** You have proficiency in the Perception skill. **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. **Trance.** Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. **Languages.** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. ## High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. **Ability Score Increase.** Your Intelligence score increases by 1. **Elf Weapon Training.** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Cantrip.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. **Extra Language.** You can speak, read, and write one extra language of your choice. ================================================ FILE: docs/character/races/gnome.md ================================================ description: Rules and information for the Gnome race from the 5th Edition (5e) SRD (System Reference Document). # Gnome ## Gnome Traits - - - Your gnome character has certain characteristics in common with all other gnomes. **Ability Score Increase.** Your Intelligence score increases by 2. **Age.** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. **Alignment.** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. **Size.** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. **Speed.** Your base walking speed is 25 feet. **Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. **Languages.** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. ## Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. **Ability Score Increase.** Your Constitution score increases by 1. **Artificer’s Lore.** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. **Tinker.** You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: >**Clockwork Toy.** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. >**Fire Starter.** The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. >**Music Box.** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. ================================================ FILE: docs/character/races/half-elf.md ================================================ description: Rules and information for the Half-Elf race from the 5th Edition (5e) SRD (System Reference Document). # Half-Elf ## Half-Elf Traits - - - Your half-elf character has some qualities in common with elves and some that are unique to half-elves. **Ability Score Increase.** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. **Age.** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. **Alignment.** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. **Size.** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. **Skill Versatility.** You gain proficiency in two skills of your choice. **Languages.** You can speak, read, and write Common, Elvish, and one extra language of your choice. ================================================ FILE: docs/character/races/half-orc.md ================================================ description: Rules and information for the Half-Orc race from the 5th Edition (5e) SRD (System Reference Document). # Half-Orc ## Half-Orc Traits - - - Your half-orc character has certain traits deriving from your orc ancestry. **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Age.** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. **Alignment.** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. **Size.** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Menacing.** You gain proficiency in the Intimidation skill. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. **Languages.** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. ================================================ FILE: docs/character/races/halfling.md ================================================ description: Rules and information for the Halfling race from the 5th Edition (5e) SRD (System Reference Document). # Halfling ## Halfling Traits - - - Your halfling character has a number of traits in common with all other halflings. **Ability Score Increase.** Your Dexterity score increases by 2. **Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. **Alignment.** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. **Size.** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. **Speed.** Your base walking speed is 25 feet. **Lucky.** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. **Brave.** You have advantage on saving throws against being frightened. **Halfling Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Languages.** You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. ## Lightfoot As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. **Ability Score Increase.** Your Charisma score increases by 1. **Naturally Stealthy.** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ================================================ FILE: docs/character/races/human.md ================================================ description: Rules and information for the Human race from the 5th Edition (5e) SRD (System Reference Document). # Human ## Human Traits - - - It’s hard to make generalizations about humans, but your human character has these traits. **Ability Score Increase.** Your ability scores each increase by 1. **Age.** Humans reach adulthood in their late teens and live less than a century. **Alignment.** Humans tend toward no particular alignment. The best and the worst are found among them. **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. **Speed.** Your base walking speed is 30 feet. **Languages.** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. ================================================ FILE: docs/character/races/index.md ================================================ # Races * [Dragonborn](/character/races/dragonborn/) * [Dwarf](/character/races/dwarf/) * [Elf](/character/races/elf/) * [Gnome](/character/races/gnome/) * [Half-Elf](/character/races/half-elf/) * [Half-Orc](/character/races/half-orc/) * [Halfling](/character/races/halfling/) * [Human](/character/races/human/) * [Tiefling](/character/races/tiefling/) ================================================ FILE: docs/character/races/tiefling.md ================================================ description: Rules and information for the Tiefling race from the 5th Edition (5e) SRD (System Reference Document). # Tiefling ## Tiefling Traits - - - Tieflings share certain racial traits as a result of their infernal descent. **Ability Score Increase.** Your Intelligence score increases by 1, and your Charisma score increases by 2. **Age.** Tieflings mature at the same rate as humans but live a few years longer. **Alignment.** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. **Size.** Tieflings are about the same size and build as humans. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Hellish Resistance.** You have resistance to fire damage. **Infernal Legacy.** You know the **_thaumaturgy_** cantrip. When you reach 3rd level, you can cast the **_hellish rebuke_** spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the **_darkness_** spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. **Languages.** You can speak, read, and write Common and Infernal. ================================================ FILE: docs/combat/actions_in_combat.md ================================================ description: Descriptions of different actions that can be taken in combat from the 5th Edition (5e) SRD (System Reference Document). # Actions in Combat When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. ## Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. ## Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. ## Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. ## Disengage If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. ## Dodge When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0. ## Help You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. ## Hide When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter. ## Ready Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the **_web_** spell and ready **_magic missile_**, your **_web_** spell ends, and if you take damage before you release **_magic missile_** with your reaction, your concentration might be broken. ## Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. ## Use an Object You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. ================================================ FILE: docs/combat/cover.md ================================================ description: Rules for cover in combat from the 5th Edition (5e) SRD (System Reference Document). # Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with **three-quarters** cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. A target with **total cover** can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. ================================================ FILE: docs/combat/damage_and_healing.md ================================================ description: Rules for tracking damage, death and healing from the 5th Edition (5e) SRD (System Reference Document). # Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a **_fireball_** spell all have the potential to damage, or even kill, the hardiest of creatures. ## Hit Points Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points. ## Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier--the same modifier used for the attack roll--to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts **_fireball_** or a cleric casts **_flame strike_**, the spell's damage is rolled once for all creatures caught in the blast. ### Critical Hits When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well. ### Damage Types Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect. **Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage. **Bludgeoning.** Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage. **Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage. **Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage. **Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including **_magic missile_** and **_spiritual weapon_**. **Lightning.** A **_lightning bolt_** spell and a blue dragon's breath deal lightning damage. **Necrotic.** Necrotic damage, dealt by certain undead and a spell such as **_chill touch_**, withers matter and even the soul. **Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. **Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage. **Psychic.** Mental abilities such as a psionic blast deal psychic damage. **Radiant.** Radiant damage, dealt by a cleric's **_flame strike_** spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power. **Slashing.** Swords, axes, and monsters' claws deal slashing damage. **Thunder.** A concussive burst of sound, such as the effect of the **_thunderwave spell_**, deals thunder damage. ## Damage Resistance and Vulnerability Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it. Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. ## Healing Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a **_cure wounds_** spell or a **potion of healing** can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died can't regain hit points until magic such as the **_revivify_** spell has restored it to life. ## Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. ### Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. ### Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points. ### Death Saving Throws Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. **Rolling 1 or 20.** When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. **Damage at 0 Hit Points.** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. ### Stabilizing a Creature The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours. ### Monsters and Death Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. ## Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. ## Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest. ================================================ FILE: docs/combat/index.md ================================================ # Combat * [Actions in Combat](/combat/actions_in_combat/) * [Cover](/combat/cover/) * [Damage and Healing](/combat/damage_and_healing/) * [Making an Attack](/combat/making_an_attack/) * [Mounted Combat](/combat/mounted_combat/) * [Movement and Position](/combat/movement_and_position/) * [Order of Combat](/combat/order_of_combat/) * [Underwater Combat](/combat/underwater_combat/) ================================================ FILE: docs/combat/making_an_attack.md ================================================ description: Rules for making an attack from the 5th Edition (5e) SRD (System Reference Document). # Making an Attack Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. 1. **Choose a target.** Pick a target within your attack's range: a creature, an object, or a location. 2. **Determine modifiers.** The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. **Resolve the attack.** You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. ## Attack Rolls When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. ### Modifiers to the Roll When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. **Ability Modifier.** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. **Proficiency Bonus.** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. ### Rolling 1 or 20 Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC. ## Unseen Attackers and Targets Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly. When a creature can't see you, you have advantage on attack rolls against it. If you are hidden--both unseen and unheard--when you make an attack, you give away your location when the attack hits or misses. ## Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. ### Range You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. ### Ranged Attacks in Close Combat Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. ## Melee Attacks Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. ### Opportunity Attacks In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. ### Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. > ### Contests in Combat > Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. ### Grappling When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). **Escaping a Grapple.** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. **Moving a Grappled Creature.** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. ### Shoving a Creature Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. ================================================ FILE: docs/combat/mounted_combat.md ================================================ description: Rules for mounted combat from the 5th Edition (5e) SRD (System Reference Document). # Mounted Combat A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. ## Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. ## Controlling a Mount While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. ================================================ FILE: docs/combat/movement_and_position.md ================================================ description: Rules for managing movement and position in combat from the 5th Edition (5e) SRD (System Reference Document). # Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. ## Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. ### Moving between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. ### Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. ## Difficult Terrain Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases--the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. ## Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0. To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. >### Interacting with Objects >Around You Here are a few examples of the sorts of thing you can do in tandem with your movement and action: >* draw or sheathe a sword >* open or close a door >* withdraw a potion from your backpack >* pick up a dropped axe >* take a bauble from a table >* remove a ring from your finger >* stuff some food into your mouth >* plant a banner in the ground >* fish a few coins from your belt pouch >* drink all the ale in a flagon >* throw a lever or a switch >* pull a torch from a sconce >* take a book from a shelf you can reach >* extinguish a small flame >* don a mask >* pull the hood of your cloak up and over your head >* put your ear to a door >* kick a small stone >* turn a key in a lock >* tap the floor with a 10-foot pole >* hand an item to another character ## Moving Around Other Creatures You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. Whether a creature is a friend or an enemy, you can't willingly end your move in its space. If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter. ## Flying Movement Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the **_fly_** spell. ## Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. **Size Categories** | Size | Space | |------------|------------------------| | Tiny | 2 1/2 by 2 1/2 ft. | | Small | 5 by 5 ft. | | Medium | 5 by 5 ft. | | Large | 10 by 10 ft. | | Huge | 15 by 15 ft. | | Gargantuan | 20 by 20 ft. or larger | ### Space A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5‐foot-wide doorway, other creatures can't get through unless the hobgoblin lets them. A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. ### Squeezing into a Smaller Space A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. ================================================ FILE: docs/combat/order_of_combat.md ================================================ description: Rules for the order of combat and possible actions from the 5th Edition (5e) SRD (System Reference Document). # The Order of Combat A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. > ### Combat Step by Step >**1. Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised. >**2. Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are--how far away and in what direction. >**3. Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns. >**4. Take turns.** Each participant in the battle takes a turn in initiative order. >**5. Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. ## Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. ## Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. ## Your Turn On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is noted on your character sheet. The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action. The "Movement and Position" section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." ### Bonus Actions Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. ### Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. ## Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. ================================================ FILE: docs/combat/underwater_combat.md ================================================ description: Rules for combat underwater from the 5th Edition (5e) SRD (System Reference Document). # Underwater Combat When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. When making a **melee weapon attack**, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A **ranged weapon attack** automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage. ================================================ FILE: docs/gamemaster_rules/diseases.md ================================================ description: Rules and descriptions for diseases from the 5th Edition (5e) SRD (System Reference Document). # Diseases A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of **_lesser restoration_**. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. ## Sample Diseases The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. ### Cackle Fever This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress--including entering combat, taking damage, experiencing fear, or having a nightmare--forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. ### Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. ### Sight Rot This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as **_lesser restoration_** or **_heal_**. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. ================================================ FILE: docs/gamemaster_rules/index.md ================================================ # Gamemaster Rules ## General Gamemaster Rules * [Diseases](/gamemaster_rules/diseases/) * [Legendary Creatures](/gamemaster_rules/legendary_creatures/) * [Madness](/gamemaster_rules/madness/) * [Magic Items](/gamemaster_rules/magic_items/) * [Monsters](/gamemaster_rules/monsters/) * [Nonplayer Characters](/gamemaster_rules/nonplayer_characters/) * [Objects](/gamemaster_rules/objects/) * [Poisons](/gamemaster_rules/poisons/) * [Sentient Magical Items](/gamemaster_rules/sentient_magical_items/) * [Traps](/gamemaster_rules/traps/) ## Magic Item Indexes * [Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/) * [Items by Type](/gamemaster_rules/magic_item_indexes/items_by_type/) ## Monster Indexes * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/) * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type/) * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/) ## Templates * [Halfdragon Template](/gamemaster_rules/templates/halfdragon_template/) ================================================ FILE: docs/gamemaster_rules/legendary_creatures.md ================================================ description: Rules, including lairs and actions, for legendary creatures from the 5th Edition (5e) SRD (System Reference Document). # Legendary Creatures A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. ## Legendary Actions A legendary creature can take a certain number of special actions--called legendary actions--outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. ## A Legendary Creature's Lair A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. ### Lair Actions If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. ## Regional Effects The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. ================================================ FILE: docs/gamemaster_rules/madness.md ================================================ description: Rules and descriptions for character madness from the 5th Edition (5e) SRD (System Reference Document). # Madness In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. ## Going Mad Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as **_contact other plane_** and **_symbol_**, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. ## Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes. A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured. ### Short-Term Madness | d100 | Effect (lasts 1d10 minutes) | |--------|------------------------------------------------------------------------------------------------------------------------------| | 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | | 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | | 21-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | | 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. | | 51-60 | The character must use his or her action each round to attack the nearest creature. | | 51-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | | 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. | | 75-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | | 81-90 | The character is stunned. | | 91-100 | The character falls unconscious. | ### Long-Term Madness | d100 | Effect (lasts 1d10 x 10 hours) | |--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | | 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | | 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | | 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the **_antipathy/sympathy_** spell. | | 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. | | 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. | | 56-65 | The character is blinded (25%) or deafened (75%). | | 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | | 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. | | 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. | | 91-95 | The character loses the ability to speak. | | 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. | ### Indefinite Madness | d100 | Flaw (lasts until cured) | |--------|------------------------------------------------------------------------------------------------------------------------------------------| | 01-15 | "Being drunk keeps me sane." | | 16-25 | "I keep whatever I find." | | 26-30 | "I try to become more like someone else I know--adopting his or her style of dress, mannerisms, and name." | | 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." | | 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." | | 46-50 | "I find it hard to care about anything that goes on around me." | | 51-55 | "I don't like the way people judge me all the time." | | 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | | 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." | | 81-85 | "There's only one person I can trust. And only I can see this special friend." | | 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | | 96-100 | "I've discovered that I really like killing people." | ## Curing Madness A **_calm emotions_** spell can suppress the effects of madness, while a **_lesser restoration_** spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, **_remove curse_** or **_dispel evil_** might also prove effective. A **_greater restoration_** spell or more powerful magic is required to rid a character of indefinite madness. ================================================ FILE: docs/gamemaster_rules/magic_item_indexes/index.md ================================================ # Magic Items Indexes * [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/) * [Magic Items by Type](/gamemaster_rules/magic_item_indexes/items_by_type/) ================================================ FILE: docs/gamemaster_rules/magic_items/adamantine_armor.md ================================================ name: Adamantine Armor type: armor # Adamantine Armor _Armor (medium or heavy, but not hide), uncommon_ This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. ================================================ FILE: docs/gamemaster_rules/magic_items/ammunition_1_2_or_3.md ================================================ name: Ammunition, +1, +2 or +3 type: weapon # Ammunition, +1, +2, or +3 _Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)_ You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. ================================================ FILE: docs/gamemaster_rules/magic_items/amulet_of_health.md ================================================ name: Amulet of Health type: item # Amulet of Health _Wondrous item, rare (requires attunement)_ Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. ================================================ FILE: docs/gamemaster_rules/magic_items/amulet_of_proof_against_detection_and_location.md ================================================ name: Amulet of Proof against Detection and Location type: item # Amulet of Proof against Detection and Location _Wondrous item, uncommon (requires attunement)_ While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. ================================================ FILE: docs/gamemaster_rules/magic_items/amulet_of_the_planes.md ================================================ name: Amulet of the Planes type: item # Amulet of the Planes _Wondrous item, very rare (requires attunement)_ While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the **_plane shift_** spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence. ================================================ FILE: docs/gamemaster_rules/magic_items/animated_shield.md ================================================ name: Animated Shield type: armor # Animated Shield _Armor (shield), very rare (requires attunement)_ While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ================================================ FILE: docs/gamemaster_rules/magic_items/apparatus_of_the_crab.md ================================================ name: Apparatus of the Crab type: item # Apparatus of the Crab _Wondrous item, legendary_ This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics: **Armor Class:** 20 **Hit Points:** 200 **Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) **Damage Immunities:** poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. ### Apparatus of the Crab Levers | Lever | Up | Down | |-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------| | 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | | 2 | Forward window shutter opens. | Forward window shutter closes. | | 3 | Side window shutters open (two per side). | Side window shutters close (two per side). | | 4 | Two claws extend from the front sides of the apparatus. | The claws retract. | | 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). | | 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. | | 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. | | 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | | 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | | 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | ================================================ FILE: docs/gamemaster_rules/magic_items/armor_1_2_or_3.md ================================================ name: Armor, +1, +2, or +3 type: armor # Armor, +1, +2, or +3 _Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)_ You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. ================================================ FILE: docs/gamemaster_rules/magic_items/armor_of_invulnerability.md ================================================ name: Armor of Invulnerability type: armor # Armor of Invulnerability _Armor (plate), legendary (requires attunement)_ You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/armor_of_resistance.md ================================================ name: Armor of Resistance type: armor # Armor of Resistance _Armor (light, medium, or heavy), rare (requires attunement)_ You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. | d10 | Damage Type | |-----|-------------| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder | ================================================ FILE: docs/gamemaster_rules/magic_items/armor_of_vulnerability.md ================================================ name: Armor of Vulnerability type: armor # Armor of Vulnerability _Armor (plate), rare (requires attunement)_ While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. **Curse.** This armor is cursed, a fact that is revealed only when an **_identify_** spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the **_remove curse_** spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). ================================================ FILE: docs/gamemaster_rules/magic_items/arrow_catching_shield.md ================================================ name: Arrow-Catching Shield type: armor # Arrow-Catching Shield _Armor (shield), rare (requires attunement)_ You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. ================================================ FILE: docs/gamemaster_rules/magic_items/arrow_of_slaying.md ================================================ name: Arrow of Slaying type: weapon # Arrow of Slaying _Weapon (arrow), very rare_ An **arrow of slaying** is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both **arrows of dragon slaying** and **arrows of blue dragon slaying**. If a creature belonging to the type, race, or group associated with an **arrow of slaying** takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an **arrow of slaying** deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as **bolts of slaying** meant for a crossbow, though arrows are most common. ================================================ FILE: docs/gamemaster_rules/magic_items/bag_of_beans.md ================================================ name: Bag of Beans type: item # Bag of Beans _Wondrous item, rare_ Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. | d100 | Effect | |-------|--------| | 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | | 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | | 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | | 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | | 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | 41-50 | 1d6 + 6 shriekers sprout | | 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | | 61-70 | A hungry bulette burrows up and attacks. | | 71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | | 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | | 91-99 | A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | | 00 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | ================================================ FILE: docs/gamemaster_rules/magic_items/bag_of_devouring.md ================================================ name: Bag of Devouring type: item # Bag of Devouring _Wondrous item, very rare_ This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. ================================================ FILE: docs/gamemaster_rules/magic_items/bag_of_holding.md ================================================ name: Bag of Holding type: item # Bag of Holding _Wondrous item, uncommon_ This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a **bag of holding** inside an extradimensional space created by a **handy haversack**, **portable hole**, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. ================================================ FILE: docs/gamemaster_rules/magic_items/bag_of_tricks.md ================================================ name: Bag of Tricks type: item # Bag of Tricks _Wondrous item, uncommon_ This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. ### Grey Bag of Tricks | d8 | Creature | |----|--------------| | 1 | Weasel | | 2 | Giant rat | | 3 | Badger | | 4 | Boar | | 5 | Panther | | 6 | Giant badger | | 7 | Dire wolf | | 8 | Giant elk | ### Rust Bag of Tricks | d8 | Creature | |----|------------| | 1 | Rat | | 2 | Owl | | 3 | Mastiff | | 4 | Goat | | 5 | Giant goat | | 6 | Giant boar | | 7 | Lion | | 8 | Brown bear | ### Tan bag of Tricks | d8 | Creature | |----|--------------| | 1 | Jackal | | 2 | Ape | | 3 | Baboon | | 4 | Axe beak | | 5 | Black bear | | 6 | Giant weasel | | 7 | Giant hyena | | 8 | Tiger | ================================================ FILE: docs/gamemaster_rules/magic_items/bead_of_force.md ================================================ name: Bead of Force type: item # Bead of Force _Wondrous item, rare_ This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 **beads of force** are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. ================================================ FILE: docs/gamemaster_rules/magic_items/belt_of_dwarvenkind.md ================================================ name: Belt of Dwarvenkind type: item # Belt of Dwarvenkind _Wondrous item, rare (requires attunement)_ While wearing this belt, you gain the following benefits: * Your Constitution score increases by 2, to a maximum of 20. * You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: * You have advantage on saving throws against poison, and you have resistance against poison damage. * You have darkvision out to a range of 60 feet. * You can speak, read, and write Dwarvish. ================================================ FILE: docs/gamemaster_rules/magic_items/belt_of_giant_strength.md ================================================ name: Belt of Giant Strength type: item # Belt of Giant Strength _Wondrous item, rarity varies (requires attunement)_ While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The **belt of stone giant strength** and the **belt of frost giant strength** look different, but they have the same effect. | Type | Strength | Rarity | |-------------------|----------|-----------| | Hill giant | 21 | Rare | | Stone/frost giant | 23 | Very rare | | Fire giant | 25 | Very rare | | Cloud giant | 27 | Legendary | | Storm giant | 29 | Legendary | ================================================ FILE: docs/gamemaster_rules/magic_items/berserker_axe.md ================================================ name: Berserker Axe type: weapon # Berserker Axe _Weapon (any axe), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. **Curse.** This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. ================================================ FILE: docs/gamemaster_rules/magic_items/boots_of_elvenkind.md ================================================ name: Boots of Elvenkind type: item # Boots of Elvenkind _Wondrous item, uncommon_ While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. ================================================ FILE: docs/gamemaster_rules/magic_items/boots_of_levitation.md ================================================ name: Boots of Levitation type: item # Boots of Levitation _Wondrous item, rare (requires attunement)_ While you wear these boots, you can use an action to cast the **_levitate_** spell on yourself at will. ================================================ FILE: docs/gamemaster_rules/magic_items/boots_of_speed.md ================================================ name: Boots of Speed type: item # Boots of Speed _Wondrous item, rare (requires attunement)_ While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. ================================================ FILE: docs/gamemaster_rules/magic_items/boots_of_striding_and_springing.md ================================================ name: Boots of Striding and Springing type: item # Boots of Striding and Springing _Wondrous item, uncommon (requires attunement)_ While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. ================================================ FILE: docs/gamemaster_rules/magic_items/boots_of_the_winterlands.md ================================================ name: Boots of the Winterlands type: item # Boots of the Winterlands _Wondrous item, uncommon (requires attunement)_ These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: * You have resistance to cold damage. * You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. ================================================ FILE: docs/gamemaster_rules/magic_items/bowl_of_command_water_elementals.md ================================================ name: Bowl of Command Water Elementals type: item # Bowl of Commanding Water Elementals _Wondrous item, rare_ While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the **_conjure elemental_** spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. ================================================ FILE: docs/gamemaster_rules/magic_items/bracers_of_archery.md ================================================ name: Bracers of Archery type: item # Bracers of Archery _Wondrous item, uncommon (requires attunement)_ While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. ================================================ FILE: docs/gamemaster_rules/magic_items/bracers_of_defense.md ================================================ name: Bracers of Defense type: item # Bracers of Defense _Wondrous item, rare (requires attunement)_ While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. ================================================ FILE: docs/gamemaster_rules/magic_items/brazier_of_commanding_fire_elementals.md ================================================ name: Brazier of Commanding Fire Elementals type: item # Brazier of Commanding Fire Elementals _Wondrous item, rare_ While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the **_conjure elemental_** spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds. ================================================ FILE: docs/gamemaster_rules/magic_items/brooch_of_shielding.md ================================================ name: Brooch of Shielding type: item # Brooch of Shielding _Wondrous item, uncommon (requires attunement)_ While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the **_magic missile_** spell. ================================================ FILE: docs/gamemaster_rules/magic_items/broom_of_flying.md ================================================ name: Broom of Flying type: item # Broom of Flying _Wondrous item, uncommon_ This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. ================================================ FILE: docs/gamemaster_rules/magic_items/candle_of_invocation.md ================================================ name: Candle of Invocation type: item # Candle of Invocation _Wondrous item, very rare (requires attunement)_ This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the **_detect evil and good_** spell. The GM chooses the god and associated alignment or determines the alignment randomly. | d20 | Alignment | |-------|-----------------| | 1-2 | Chaotic evil | | 3-4 | Chaotic neutral | | 5-7 | Chaotic good | | 8-9 | Neutral evil | | 10-11 | Neutral | | 12-13 | Neutral good | | 14-15 | Lawful evil | | 16-17 | Lawful neutral | | 18-20 | Lawful good | The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the **_gate_** spell with it. Doing so destroys the candle. ================================================ FILE: docs/gamemaster_rules/magic_items/cape_of_the_mountebank.md ================================================ name: Cape of the Mountebank type: item # Cape of the Mountebank _Wondrous item, rare_ This cape smells faintly of brimstone. While wearing it, you can use it to cast the **_dimension door_** spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. ================================================ FILE: docs/gamemaster_rules/magic_items/carpet_of_flying.md ================================================ name: Carpet of Flying type: item # Carpet of Flying _Wondrous item, very rare_ You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of **carpet of flying** exist. The GM chooses the size of a given carpet or determines it randomly. | d100 | Size | Capacity | Flying Speed | |--------|---------------|----------|--------------| | 01-20 | 3 ft. x 5 ft. | 200 lb. | 80 feet | | 21-55 | 4 ft. x 6 ft. | 400 lb. | 60 feet | | 56-80 | 5 ft. x 7 ft. | 600 lb. | 40 feet | | 81-100 | 6 ft. x 9 ft. | 800 lb. | 30 feet | A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. ================================================ FILE: docs/gamemaster_rules/magic_items/censer_of_controlling_air_elementals.md ================================================ name: Censer of Controlling Air Elementals type: item # Censer of Controlling Air Elementals _Wondrous item, rare_ While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the **_conjure elemental_** spell. The censer can't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. ================================================ FILE: docs/gamemaster_rules/magic_items/chime_of_opening.md ================================================ name: Chime of Opening type: item # Chime of Opening _Wondrous item, rare_ This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. ================================================ FILE: docs/gamemaster_rules/magic_items/circlet_of_blasting.md ================================================ name: Circlet of Blasting type: item # Circlet of Blasting _Wondrous item, uncommon_ While wearing this circlet, you can use an action to cast the **_scorching ray_** spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_arachnida.md ================================================ name: Cloak of Arachnida type: item # Cloak of Arachnida _Wondrous item, very rare (requires attunement)_ This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: * You have resistance to poison damage. * You have a climbing speed equal to your walking speed. * You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. * You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. * You can use an action to cast the **_web_** spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_displacement.md ================================================ name: Cloak of Displacement type: item # Cloak of Displacement _Wondrous item, rare (requires attunement)_ While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_elvenkind.md ================================================ name: Cloak of Elvenkind type: item # Cloak of Elvenkind _Wondrous item, uncommon (requires attunement)_ While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_protection.md ================================================ name: Cloak of Protection type: item # Cloak of Protection _Wondrous item, uncommon (requires attunement)_ You gain a +1 bonus to AC and saving throws while you wear this cloak. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_the_bat.md ================================================ name: Cloak of the Bat type: item # Cloak of the Bat _Wondrous item, rare (requires attunement)_ While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/cloak_of_the_manta_ray.md ================================================ name: Cloak of the Manta Ray type: item # Cloak of the Manta Ray _Wondrous item, uncommon_ While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. ================================================ FILE: docs/gamemaster_rules/magic_items/crystal_ball.md ================================================ name: Crystal Ball type: item # Crystal Ball _Wondrous item, very rare or legendary (requires attunement)_ The typical **crystal ball**, a very rare item, is about 6 inches in diameter. While touching it, you can cast the **_scrying_** spell (save DC 17) with it. The following **crystal ball** variants are legendary items and have additional properties. **Crystal Ball of Mind Reading.** You can use an action to cast the **_detect thoughts_** spell (save DC 17) while you are scrying with the **crystal ball**, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this **_detect thoughts_** to maintain it during its duration, but it ends if **_scrying_** ends. **Crystal Ball of Telepathy.** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the **_suggestion_** spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this **_suggestion_** to maintain it during its duration, but it ends if **_scrying_** ends. Once used, the **_suggestion_** power of the crystal ball can't be used again until the next dawn. **Crystal Ball of True Seeing.** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. ================================================ FILE: docs/gamemaster_rules/magic_items/cube_of_force.md ================================================ name: Cube of Force type: item # Cube of Force _Wondrous item, rare (requires attunement)_ This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. | Face | Charges | Effect | |------|---------|-------------------------------------------------------------------------------------------------------------------| | 1 | 1 | Gases, wind, and fog can't pass through the barrier. | | 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | | 3 | 3 | Living matter can't pass through the barrier. | | 4 | 4 | Spell effects can't pass through the barrier. | | 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | | 6 | 0 | The barrier deactivates. | The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. | Spell or item | Charges Lost | |---------------------|--------------| | _Disintegrate_ | 1d12 | | _Horn of blasting_ | 1d10 | | _Passwall_ | 1d6 | | _Prismatic spray_ | 1d20 | | _Wall of fire_ | 1d4 | ================================================ FILE: docs/gamemaster_rules/magic_items/cubic_gate.md ================================================ name: Cubic Gate type: item # Cubic Gate _Wondrous item, legendary_ This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the **_gate_** spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the **_plane shift_** spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/dagger_of_venom.md ================================================ name: Dagger of Venom type: weapon # Dagger of Venom _Weapon (dagger), rare_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/dancing_sword.md ================================================ name: Dancing Sword type: weapon # Dancing Sword Weapon (any sword), very rare (requires attunement) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. ================================================ FILE: docs/gamemaster_rules/magic_items/decanter_of_endless_water.md ================================================ name: Decanter of Endless Water type: item # Decanter of Endless Water _Wondrous item, uncommon_ This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: * "Stream" produces 1 gallon of water. * "Fountain" produces 5 gallons of water. * "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. ================================================ FILE: docs/gamemaster_rules/magic_items/deck_of_illusions.md ================================================ name: Deck of Illusions type: item # Deck of Illusions _Wondrous item, uncommon_ This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. | Playing Card | Illusion | |-------------------|----------------------------------| | Ace of hearts | Red dragon | | King of hearts | Knight and four guards | | Queen of hearts | Succubus or incubus | | Jack of hearts | Druid | | Ten of hearts | Cloud giant | | Nine of hearts | Ettin | | Eight of hearts | Bugbear | | Two of hearts | Goblin | | Ace of diamonds | Beholder | | King of diamonds | Archmage and mage apprentice | | Queen of diamonds | Night hag | | Jack of diamonds | Assassin | | Ten of diamonds | Fire giant | | Nine of diamonds | Ogre mage | | Eight of diamonds | Gnoll | | Two of diamonds | Kobold | | Ace of spades | Lich | | King of spades | Priest and two acolytes | | Queen of spades | Medusa | | Jack of spades | Veteran | | Ten of spades | Frost giant | | Nine of spades | Troll | | Eight of spades | Hobgoblin | | Two of spades | Goblin | | Ace of clubs | Iron golem | | King of clubs | Bandit captain and three bandits | | Queen of clubs | Erinyes | | Jack of clubs | Berserker | | Ten of clubs | Hill giant | | Nine of clubs | Ogre | | Eight of clubs | Orc | | Two of clubs | Kobold | | Jokers (2) | You (the deck's owner) | ================================================ FILE: docs/gamemaster_rules/magic_items/deck_of_many_things.md ================================================ name: Deck of Many Things type: item # Deck of Many Things _Wondrous item, legendary_ Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. | Playing Card | Card | |--------------------|------------| | Ace of diamonds | Vizier* | | King of diamonds | Sun | | Queen of diamonds | Moon | | Jack of diamonds | Star | | Two of diamonds | Comet* | | Ace of hearts | The Fates* | | King of hearts | Throne | | Queen of hearts | Key | | Jack of hearts | Knight | | Two of hearts | Gem* | | Ace of clubs | Talons* | | King of clubs | The Void | | Queen of clubs | Flames | | Jack of clubs | Skull | | Two of clubs | Idiot* | | Ace of spades | Donjon* | | King of spades | Ruin | | Queen of spades | Euryale | | Jack of spades | Rogue | | Two of spades | Balance* | | Joker (with TM) | Fool* | | Joker (without TM) | Jester | *Found only in a deck with twenty-two cards **Balance.** Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. **Comet.** If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. **Donjon.** You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. **Euryale.** The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. **The Fates.** Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. **Fool.** You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. **Gem.** Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. **Idiot.** Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. **Jester.** You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. **Key.** A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. **Knight.** You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. **Moon.** You are granted the ability to cast the **_wish_** spell 1d3 times. **Rogue.** A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a **_wish_** spell or divine intervention can end the NPC's hostility toward you. **Ruin.** All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. **Skull.** You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. ### Avatar of Death _Medium undead, neutral evil_ **Armor Class** 20 **Hit Points** half the hit point maximum of its summoner **Speed** 60 ft., fly 60 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:| | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | **Damage Immunities** necrotic, poison **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious **Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 **Languages** all languages known to its summoner **Challenge** -- (0 XP) **Incorporeal Movement.** The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **Turning Immunity.** The avatar is immune to features that turn undead. #### Actions **Reaping Scythe.** The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. **Star.** Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. **Sun.** You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. **Talons.** Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. **Throne.** You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. **Vizier.** At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. **The Void.** This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. ================================================ FILE: docs/gamemaster_rules/magic_items/defender.md ================================================ name: Defender type: weapon # Defender _Weapon (any sword), legendary (requires attunement)_ You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. ================================================ FILE: docs/gamemaster_rules/magic_items/demon_armor.md ================================================ name: Demon Armor type: armor # Demon Armor _Armor (plate), very rare (requires attunement)_ While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. **Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by the **_remove curse_** spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. ================================================ FILE: docs/gamemaster_rules/magic_items/dimensional_shackles.md ================================================ name: Dimensional Shackles type: item # Dimensional Shackles _Wondrous item, rare_ You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. ================================================ FILE: docs/gamemaster_rules/magic_items/dragon_scale_mail.md ================================================ name: Dragon Scale Mail type: armor # Dragon Scale Mail _Armor (scale mail), very rare (requires attunement)_ Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. | Dragon | Resistance | |--------|-------------| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | ================================================ FILE: docs/gamemaster_rules/magic_items/dragon_slayer.md ================================================ name: Dragon Slayer type: weapon # Dragon Slayer _Weapon (any sword), rare_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. ================================================ FILE: docs/gamemaster_rules/magic_items/dust_of_disappearance.md ================================================ name: Dust of Disappearance type: item # Dust of Disappearance _Wondrous item, uncommon_ Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. ================================================ FILE: docs/gamemaster_rules/magic_items/dust_of_dryness.md ================================================ name: Dust of Dryness type: item # Dust of Dryness _Wondrous item, uncommon_ This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/magic_items/dust_of_sneezing_and_choking.md ================================================ name: Dust of Sneezing and Choking type: item # Dust of Sneezing and Choking _Wondrous item, uncommon_ Found in a small container, this powder resembles very fine sand. It appears to be **dust of disappearance**, and an **_identify_** spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The **_lesser restoration_** spell can also end the effect on a creature. ================================================ FILE: docs/gamemaster_rules/magic_items/dwarven_plate.md ================================================ name: Dwarven Plate type: armor # Dwarven Plate _Armor (plate), very rare_ While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. ================================================ FILE: docs/gamemaster_rules/magic_items/dwarven_thrower.md ================================================ name: Dwarven Thrower type: weapon # Dwarven Thrower _Weapon (warhammer), very rare (requires attunement by a dwarf)_ You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. ================================================ FILE: docs/gamemaster_rules/magic_items/efficient_quiver.md ================================================ name: Efficient Quiver type: item # Efficient Quiver _Wondrous item, uncommon_ Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. ================================================ FILE: docs/gamemaster_rules/magic_items/efreeti_bottle.md ================================================ name: Efreeti Bottle type: item # Efreeti Bottle _Wondrous item, very rare_ This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. | d100 | Effect | |-------|---------------------------------------------------------------------------------------------------------------| | 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | | 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | | 91-00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | ================================================ FILE: docs/gamemaster_rules/magic_items/elemental_gem.md ================================================ name: Elemental Gem type: item # Elemental Gem _Wondrous item, uncommon_ This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the **_conjure elemental_** spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. | Gem | Summoned elemental | |----------------|--------------------| | Blue sapphire | Air elemental | | Yellow diamond | Earth elemental | | Red corundum | Fire elemental | | Emerald | Water elemental | ================================================ FILE: docs/gamemaster_rules/magic_items/elven_chain.md ================================================ name: Elven Chain type: armor # Elven Chain _Armor (chain shirt), rare_ You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. ================================================ FILE: docs/gamemaster_rules/magic_items/eversmoking_bottle.md ================================================ name: Eversmoking Bottle type: item # Eversmoking Bottle _Wondrous item, uncommon_ Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. ================================================ FILE: docs/gamemaster_rules/magic_items/eyes_of_charming.md ================================================ name: Eyes of Charming type: item # Eyes of Charming _Wondrous item, uncommon (requires attunement)_ These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the **_charm person_** spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/eyes_of_minute_seeing.md ================================================ name: Eyes of Minute Seeing type: item # Eyes of Minute Seeing _Wondrous item, uncommon_ These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. ================================================ FILE: docs/gamemaster_rules/magic_items/eyes_of_the_eagle.md ================================================ name: Eyes of the Eagle type: item # Eyes of the Eagle _Wondrous item, uncommon (requires attunement)_ These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. ================================================ FILE: docs/gamemaster_rules/magic_items/feather_token.md ================================================ name: Feather Token type: item # Feather Token _Wondrous item, rare_ This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. | d100 | Feather Token | |-------|---------------| | 01-20 | Anchor | | 21-35 | Bird | | 36-50 | Fan | | 51-65 | Swan boat | | 66-90 | Tree | | 91-00 | Whip | **Anchor.** You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. **Bird.** You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. **Fan.** If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. **Swan Boat.** You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. **Tree.** You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. **Whip.** You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. ================================================ FILE: docs/gamemaster_rules/magic_items/figurine_of_wondrous_power.md ================================================ name: Figurine of Wondrous Power type: item # Figurine of Wondrous Power _Wondrous item, rarity by figurine_ A **figurine of wondrous power** is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. **Bronze Griffon (Rare).** This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. **Ebony Fly (Rare).** This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. ### Giant Fly _Large beast, unaligned_ **Armor Class** 11 **Hit Points** 19 (3d10 + 3) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:| | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | **Senses** darkvision 60 ft., passive Perception 10 **Languages** -- **Golden Lions (Rare).** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. **Ivory Goats (Rare).** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: * The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. * The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. * The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a **+1 lance**, and the other becomes a **+2 longsword**. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. **Marble Elephant (Rare).** This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. **Obsidian Steed (Very Rare).** This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. **Onyx Dog (Rare).** This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. **Serpentine Owl (Rare).** This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. **Silver Raven (Uncommon).** This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the **_animal messenger_** spell on it at will. ================================================ FILE: docs/gamemaster_rules/magic_items/flame_tongue.md ================================================ name: Flame Tongue type: weapon # Flame Tongue _Weapon (any sword), rare (requires attunement)_ You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. ================================================ FILE: docs/gamemaster_rules/magic_items/folding_boat.md ================================================ name: Folding Boat type: item # Folding Boat _Wondrous item, rare_ This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the **folding boat** to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. ================================================ FILE: docs/gamemaster_rules/magic_items/frost_brand.md ================================================ name: Frost Brand type: weapon # Frost Brand _Weapon (any sword), very rare (requires attunement)_ When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. ================================================ FILE: docs/gamemaster_rules/magic_items/gauntlets_of_ogre_power.md ================================================ name: Gauntlets of Ogre Power type: item # Gauntlets of Ogre Power _Wondrous item, uncommon (requires attunement)_ Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. ================================================ FILE: docs/gamemaster_rules/magic_items/gem_of_brightness.md ================================================ name: Gem of Brightness type: item # Gem of Brightness _Wondrous item, uncommon_ This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: * The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. * The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. * The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. ================================================ FILE: docs/gamemaster_rules/magic_items/gem_of_seeing.md ================================================ name: Gem of Seeing type: item # Gem of Seeing _Wondrous item, rare (requires attunement)_ This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/giant_slayer.md ================================================ name: Giant Slayer type: weapon # Giant Slayer _Weapon (any axe or sword), rare_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. ================================================ FILE: docs/gamemaster_rules/magic_items/glamoured_studded_leather.md ================================================ name: Glamoured Studded Leather type: armor # Glamoured Studded Leather _Armor (studded leather), rare_ While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. ================================================ FILE: docs/gamemaster_rules/magic_items/gloves_of_missile_snaring.md ================================================ name: Gloves of Missile Snaring type: item # Gloves of Missile Snaring _Wondrous item, uncommon (requires attunement)_ These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. ================================================ FILE: docs/gamemaster_rules/magic_items/gloves_of_swimming_and_climbing.md ================================================ name: Gloves of Swimming and Climbing type: item # Gloves of Swimming and Climbing _Wondrous item, uncommon (requires attunement)_ While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. ================================================ FILE: docs/gamemaster_rules/magic_items/goggles_of_night.md ================================================ name: Goggles of Night type: item # Goggles of Night _Wondrous item, uncommon_ While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. ================================================ FILE: docs/gamemaster_rules/magic_items/hammer_of_thunderbolts.md ================================================ name: Hammer of Thunderbolts type: weapon # Hammer of Thunderbolts _Weapon (maul), legendary_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. **Giant's Bane (Requires Attunement)**. You must be wearing a **belt of giant strength** (any variety) and **gauntlets of ogre power** to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/handy_haversack.md ================================================ name: Handy Haversack type: item # Handy Haversack _Wondrous item, rare_ This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a **bag of holding**, **portable hole**, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. ================================================ FILE: docs/gamemaster_rules/magic_items/hat_of_disguise.md ================================================ name: Hat of Disguise type: item # Hat of Disguise _Wondrous item, uncommon (requires attunement)_ While wearing this hat, you can use an action to cast the **_disguise self_** spell from it at will. The spell ends if the hat is removed. ================================================ FILE: docs/gamemaster_rules/magic_items/headband_of_intellect.md ================================================ name: Headband of Intellect type: item # Headband of Intellect _Wondrous item, uncommon (requires attunement)_ Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. ================================================ FILE: docs/gamemaster_rules/magic_items/helm_of_brilliance.md ================================================ name: Helm of Brilliance type: item # Helm of Brilliance _Wondrous item, very rare (requires attunement)_ This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: * You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: **_daylight_** (opal), **_fireball_** (fire opal), **_prismatic spray_** (diamond), or **_wall of fire_** (ruby). The gem is destroyed when the spell is cast and disappears from the helm. * As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. * As long as the helm has at least one ruby, you have resistance to fire damage. * As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/helm_of_comprehending_languages.md ================================================ name: Helm of Comprehending Languages type: item # Helm of Comprehending Languages _Wondrous item, uncommon_ While wearing this helm, you can use an action to cast the **_comprehend languages_** spell from it at will. ================================================ FILE: docs/gamemaster_rules/magic_items/helm_of_telepathy.md ================================================ name: Helm of Telepathy type: item # Helm of Telepathy _Wondrous item, uncommon (requires attunement)_ While wearing this helm, you can use an action to cast the **_detect thoughts_** spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues. While focusing on a creature with **_detect thoughts_**, you can use an action to cast the **_suggestion_** spell (save DC 13) from the helm on that creature. Once used, the **_suggestion_** property can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/helm_of_teleportation.md ================================================ name: Helm of Teleportation type: item # Helm of Teleportation _Wondrous item, rare (requires attunement)_ This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the **_teleport_** spell from it. The helm regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/holy_avenger.md ================================================ name: Holy Avenger type: weapon # Holy Avenger _Weapon (any sword), legendary (requires attunement by a paladin)_ You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. ================================================ FILE: docs/gamemaster_rules/magic_items/horn_of_blasting.md ================================================ name: Horn of Blasting type: item # Horn of Blasting _Wondrous item, rare_ You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. ================================================ FILE: docs/gamemaster_rules/magic_items/horn_of_valhalla.md ================================================ name: Horn of Valhalla type: item # Horn of Valhalla _Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)_ You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of **horn of Valhalla** are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. | d100 | Horn Type | Berserkers Summoned | Requirement | |-------|-----------|---------------------|--------------------------------------| | 01-40 | Silver | 2d4 + 2 | None | | 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons | | 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor | | 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons | If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. ================================================ FILE: docs/gamemaster_rules/magic_items/horseshoes_of_a_zephyr.md ================================================ name: Horseshoes of a Zephyr type: item # Horseshoes of a Zephyr _Wondrous item, very rare_ These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. ================================================ FILE: docs/gamemaster_rules/magic_items/horseshoes_of_speed.md ================================================ name: Horseshoes of Speed type: item # Horseshoes of Speed _Wondrous item, rare_ These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. ================================================ FILE: docs/gamemaster_rules/magic_items/immovable_rod.md ================================================ name: Immovable Rod type: rod # Immovable Rod _Rod, uncommon_ This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. ================================================ FILE: docs/gamemaster_rules/magic_items/index.md ================================================ # Magic Items Indexes * [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/) * [Magic Items by Type](/gamemaster_rules/magic_item_indexes/items_by_type/) ================================================ FILE: docs/gamemaster_rules/magic_items/instant_fortress.md ================================================ name: Instant Fortress type: item # Instant Fortress _Wondrous item, rare_ You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the **_knock_** spell and similar magic, such as that of a **chime of opening**. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a **_wish_** spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of **_wish_** causes the roof, the door, or one wall to regain 50 hit points. ================================================ FILE: docs/gamemaster_rules/magic_items/ioun_stone.md ================================================ name: Ioun Stone type: item # Ioun Stone _Wondrous item, rarity varies (requires attunement)_ An **Ioun stone** is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of **Ioun stone** exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. **Absorption (Very Rare).** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. **Agility (Very Rare).** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. **Awareness (Rare).** You can't be surprised while this dark blue rhomboid orbits your head. **Fortitude (Very Rare).** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. **Greater Absorption (Legendary).** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. **Insight (Very Rare).** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. **Intellect (Very Rare).** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. **Leadership (Very Rare).** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. **Mastery (Legendary).** Your proficiency bonus increases by 1 while this pale green prism orbits your head. **Protection (Rare).** You gain a +1 bonus to AC while this dusty rose prism orbits your head. **Regeneration (Legendary).** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. **Reserve (Rare).** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. **Strength (Very Rare).** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. **Sustenance (Rare).** You don't need to eat or drink while this clear spindle orbits your head. ================================================ FILE: docs/gamemaster_rules/magic_items/iron_bands_of_binding.md ================================================ name: Iron Bands of Binding type: item # Iron Bands of Binding _Wondrous item, rare_ This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/iron_flask.md ================================================ name: Iron Flask type: item # Iron Flask _Wondrous item, legendary_ This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An **_identify_** spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. | d100 | Contents | |-------|-------------------| | 1-50 | Empty | | 51-54 | Demon (type 1) | | 55-58 | Demon (type 2) | | 59-62 | Demon (type 3) | | 63-64 | Demon (type 4) | | 65 | Demon (type 5) | | 66 | Demon (type 6) | | 67 | Deva | | 68-69 | Devil (greater) | | 70-73 | Devil (lesser) | | 74-75 | Djinni | | 76-77 | Efreeti | | 78-83 | Elemental (any) | | 84-86 | Invisible Stalker | | 87-90 | Night hag | | 91 | Planetar | | 92-95 | Salamander | | 96 | Solar | | 97-99 | Succubus/incubus | | 100 | Xorn | ================================================ FILE: docs/gamemaster_rules/magic_items/javelin_of_lightning.md ================================================ name: Javelin of Lightning type: weapon # Javelin of Lightning _Weapon (javelin), uncommon_ This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. ================================================ FILE: docs/gamemaster_rules/magic_items/lantern_of_revealing.md ================================================ name: Lantern of Revealing type: item # Lantern of Revealing _Wondrous item, uncommon_ While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. ================================================ FILE: docs/gamemaster_rules/magic_items/luck_blade.md ================================================ name: Luck Blade type: weapon # Luck Blade _Weapon (any sword), legendary (requires attunement)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. **Luck.** If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. **Wish.** The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the **_wish_** spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. ================================================ FILE: docs/gamemaster_rules/magic_items/mace_of_disruption.md ================================================ name: Mace of Disruption type: weapon # Mace of Disruption _Weapon (mace), rare (requires attunement)_ When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. ================================================ FILE: docs/gamemaster_rules/magic_items/mace_of_smiting.md ================================================ name: Mace of Smiting type: weapon # Mace of Smiting _Weapon (mace), rare_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/mace_of_terror.md ================================================ name: Mace of Terror type: weapon # Mace of Terror _Weapon (mace), rare (requires attunement)_ This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/mantle_of_spell_resistance.md ================================================ name: Mantle of Spell Resistance type: item # Mantle of Spell Resistance _Wondrous item, rare (requires attunement)_ You have advantage on saving throws against spells while you wear this cloak. ================================================ FILE: docs/gamemaster_rules/magic_items/manual_of_bodily_health.md ================================================ name: Manual of Bodily Health type: item # Manual of Bodily Health _Wondrous item, very rare_ This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/manual_of_gainful_exercise.md ================================================ name: Manual of Gainful Exercise type: item # Manual of Gainful Exercise _Wondrous item, very rare_ This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/manual_of_golems.md ================================================ name: Manual of Golems type: item # Manual of Golems _Wondrous item, very rare_ This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a **manual of golems** and attempts to read it takes 6d6 psychic damage. | d20 | Golem | Time | Cost | |-------|-------|----------|------------| | 1-5 | Clay | 30 days | 65,000 gp | | 6-17 | Flesh | 60 days | 50,000 gp | | 18 | Iron | 120 days | 100,000 gp | | 19-20 | Stone | 90 days | 80,000 gp | To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. ================================================ FILE: docs/gamemaster_rules/magic_items/manual_of_quickness_of_action.md ================================================ name: Manual of Quickness of Action type: item # Manual of Quickness of Action _Wondrous item, very rare_ This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/marvelous_pigments.md ================================================ name: Marvelous Pigments type: item # Marvelous Pigments _Wondrous item, very rare_ Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. ================================================ FILE: docs/gamemaster_rules/magic_items/medallion_of_thoughts.md ================================================ name: Medallion of Thoughts type: item # Medallion of Thoughts _Wondrous item, uncommon (requires attunement)_ The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the **_detect thoughts_** spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/mirror_of_life_trapping.md ================================================ name: Mirror of Life Trapping type: item # Mirror of Life Trapping _Wondrous item, very rare_ When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. ================================================ FILE: docs/gamemaster_rules/magic_items/mithral_armor.md ================================================ name: Mithral Armor type: armor # Mithral Armor _Armor (medium or heavy, but not hide), uncommon_ Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. ================================================ FILE: docs/gamemaster_rules/magic_items/necklace_of_adaption.md ================================================ name: Necklace of Adaption type: item # Necklace of Adaptation _Wondrous item, uncommon (requires attunement)_ While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as **_cloudkill_** and **_stinking cloud_** effects, inhaled poisons, and the breath weapons of some dragons). ================================================ FILE: docs/gamemaster_rules/magic_items/necklace_of_fireballs.md ================================================ name: Necklace of Fireballs type: item # Necklace of Fireballs _Wondrous item, rare_ This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level **_fireball_** spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the **_fireball_** by 1 for each bead beyond the first. ================================================ FILE: docs/gamemaster_rules/magic_items/necklace_of_prayer_beads.md ================================================ name: Necklace of Prayer Beads type: item # Necklace of Prayer Beads _Wondrous item, rare (requires attunement by a cleric, druid, or paladin)_ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. | d20 | Bead of... | Spell | |-------|-------------------|-----------------------------------------------------------| | 1-6 | Blessing | **_Bless_** | | 7-12 | Curing | **_Cure wounds**_ (2nd level) or **_lesser restoration_** | | 13-16 | Favor | **_Greater restoration_** | | 17-18 | Smiting | **_Branding smite_** | | 19 | Summons | **_Planar ally_** | | 20 | Wind walking | **_Wind walk_** | ================================================ FILE: docs/gamemaster_rules/magic_items/nine_lives_stealer.md ================================================ name: Nine Lives Stealer type: weapon # Nine Lives Stealer _Weapon (any sword), very rare (requires attunement)_ You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. ================================================ FILE: docs/gamemaster_rules/magic_items/oathbow.md ================================================ name: Oathbow type: weapon # Oathbow _Weapon (longbow), very rare (requires attunement)_ When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. ================================================ FILE: docs/gamemaster_rules/magic_items/oil_of_etherealness.md ================================================ name: Oil of Etherealness type: potion # Oil of Etherealness _Potion, rare_ Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the **_etherealness_** spell for 1 hour. ================================================ FILE: docs/gamemaster_rules/magic_items/oil_of_sharpness.md ================================================ name: Oil of Sharpness type: potion # Oil of Sharpness _Potion, very rare_ This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. ================================================ FILE: docs/gamemaster_rules/magic_items/oil_of_slipperiness.md ================================================ name: Oil of Slipperiness type: potion # Oil of Slipperiness _Potion, uncommon_ This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a **_freedom of movement_** spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the **_grease_** spell in that area for 8 hours. ================================================ FILE: docs/gamemaster_rules/magic_items/orb_of_dragonkind.md ================================================ name: Orb of Dragonkind type: artifact # Orb of Dragonkind _Wondrous item, artifact (requires attunement)_ Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five **Orbs of Dragonkind** (or **Dragon Orbs**) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts **_suggestion_** on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. ### Random Properties. An **Orb of Dragonkind** has the following random properties: * 2 minor beneficial properties * 1 minor detrimental property * 1 major detrimental property ### Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: **_cure wounds_** (5th-level version, 3 charges), **_daylight_** (1 charge), **_death ward_** (2 charges), or **_scrying_** (3 charges). You can also use an action to cast the **_detect magic_** spell from the orb without using any charges. **Call Dragons.** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. **Destroying an Orb.** An **Orb of Dragonkind** appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A **_disintegrate_** spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. ================================================ FILE: docs/gamemaster_rules/magic_items/pearl_of_power.md ================================================ name: Pearl of Power type: item # Pearl of Power _Wondrous item, uncommon (requires attunement by a spellcaster)_ While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it cant be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/periapt_of_health.md ================================================ name: Periapt of Health type: item # Periapt of Health _Wondrous item, uncommon_ You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. ================================================ FILE: docs/gamemaster_rules/magic_items/periapt_of_proof_against_poison.md ================================================ name: Periapt of Proof against Poison type: item # Periapt of Proof against Poison _Wondrous item, rare_ This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. ================================================ FILE: docs/gamemaster_rules/magic_items/periapt_of_wound_closure.md ================================================ name: Periapt of Wound Closure type: item # Periapt of Wound Closure _Wondrous item, uncommon (requires attunement)_ While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. ================================================ FILE: docs/gamemaster_rules/magic_items/philter_of_love.md ================================================ name: Philter of Love type: potion # Philter of Love _Potion, uncommon_ The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. ================================================ FILE: docs/gamemaster_rules/magic_items/pipes_of_haunting.md ================================================ name: Pipes of Haunting type: item # Pipes of Haunting _Wondrous item, uncommon_ You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/pipes_of_the_sewers.md ================================================ name: Pipes of the Sewers type: item # Pipes of the Sewers _Wondrous item, uncommon (requires attunement)_ You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. ================================================ FILE: docs/gamemaster_rules/magic_items/plate_armor_of_etherealness.md ================================================ name: Plate Armor of Etherealness type: armor # Plate Armor of Etherealness _Armor (plate), legendary (requires attunement)_ While you're wearing this armor, you can speak its command word as an action to gain the effect of the **_etherealness_** spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/portable_hole.md ================================================ name: Portable Hole type: item # Portable Hole _Wondrous item, rare_ This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a **portable hole** and place it on or against a solid surface, whereupon the **portable hole** creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open **portable hole** can exit the hole by climbing out of it. You can use an action to close a **portable hole** by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the **portable hole** or the creature carrying it. A breathing creature within a closed **portable hole** can survive for up to 10 minutes, after which time it begins to suffocate. Placing a **portable hole** inside an extradimensional space created by a **bag of holding**, **handy haversack**, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_animal_friendship.md ================================================ name: Potion of Animal Friendship type: potion # Potion of Animal Friendship _Potion, uncommon_ When you drink this potion, you can cast the **_animal friendship_** spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_clairvoyance.md ================================================ name: Potion of Clairvoyance type: potion # Potion of Clairvoyance _Potion, rare_ When you drink this potion, you gain the effect of the **_clairvoyance_** spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_climbing.md ================================================ name: Potion of Climbing type: potion # Potion of Climbing _Potion, common_ When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_diminution.md ================================================ name: Potion of Diminution type: potion # Potion of Diminution _Potion, rare_ When you drink this potion, you gain the "reduce" effect of the **_enlarge/reduce_** spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_flying.md ================================================ name: Potion of Flying type: potion # Potion of Flying _Potion, very rare_ When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_gaseous_form.md ================================================ name: Potion of Gaseous Form type: potion # Potion of Gaseous Form _Potion, rare_ When you drink this potion, you gain the effect of the **_gaseous form_** spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_giant_strength.md ================================================ name: Potion of Giant Strength type: potion # Potion of Giant Strength _Potion, rarity varies_ When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The **potion of frost giant strength** and the **potion of stone giant strength** have the same effect. | Type of Giant | Strength | Rarity | |-------------------|----------|-----------| | Hill giant | 21 | Uncommon | | Frost/stone giant | 23 | Rare | | Fire giant | 25 | Rare | | Cloud giant | 27 | Very rare | | Storm giant | 29 | Legendary | ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_growth.md ================================================ name: Potion of Growth type: potion # Potion of Growth _Potion, uncommon_ When you drink this potion, you gain the "enlarge" effect of the **_enlarge/reduce_** spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_healing.md ================================================ name: Potion of Healing type: potion # Potion of Healing _Potion, rarity varies_ You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. ### Potions of Healing | Potion of ... | Rarity | HP Regained | |------------------|-----------|-------------| | Healing | Common | 2d4 + 2 | | Greater healing | Uncommon | 4d4 + 4 | | Superior healing | Rare | 8d4 + 8 | | Supreme healing | Very rare | 10d4 + 20 | ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_heroism.md ================================================ name: Potion of Heroism type: potion # Potion of Heroism _Potion, rare_ For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the **_bless_** spell (no concentration required). This blue potion bubbles and steams as if boiling. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_invisibility.md ================================================ name: Potion of Invisibility type: potion # Potion of Invisibility _Potion, very rare_ This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_mind_reading.md ================================================ name: Potion of Mind Reading type: potion # Potion of Mind Reading _Potion, rare_ When you drink this potion, you gain the effect of the **_detect thoughts_** spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_poison.md ================================================ name: Potion of Poison type: potion # Potion of Poison _Potion, uncommon_ This concoction looks, smells, and tastes like a **potion of healing** or other beneficial potion. However, it is actually poison masked by illusion magic. An **_identify_** spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_resistance.md ================================================ name: Potion of Resistance type: potion # Potion of Resistance _Potion, uncommon_ When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. | d10 | Damage Type | |-----|-------------| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder | ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_speed.md ================================================ name: Potion of Speed type: potion # Potion of Speed _Potion, very rare_ When you drink this potion, you gain the effect of the **_haste_** spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. ================================================ FILE: docs/gamemaster_rules/magic_items/potion_of_water_breathing.md ================================================ name: Potion of Water Breathing type: potion # Potion of Water Breathing _Potion, uncommon_ You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. ================================================ FILE: docs/gamemaster_rules/magic_items/restorative_ointment.md ================================================ name: Restorative Ointment type: item # Restorative Ointment _Wondrous item, uncommon_ This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_animal_influence.md ================================================ name: Ring of Animal Influence type: ring # Ring of Animal Influence _Ring, rare_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: * **_Animal friendship_** (save DC 13) * **_Fear_** (save DC 13), targeting only beasts that have an Intelligence of 3 or lower * **_Speak with animals_** ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_djinni.md ================================================ name: Ring of Djinni type: ring # Ring of Djinni Summoning _Ring, legendary (requires attunement)_ While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_elemental_command.md ================================================ name: Ring of Elemental Command type: ring # Ring of Elemental Command _Ring, legendary (requires attunement)_ This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. **Ring of Air Elemental Command.** You can expend 2 of the ring's charges to cast **_dominate monster_** on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: * You have resistance to lightning damage. * You have a flying speed equal to your walking speed and can hover. * You can cast the following spells from the ring, expending the necessary number of charges: **_chain lightning_** (3 charges), **_gust of wind_** (2 charges), or **_wind wall_** (1 charge). **Ring of Earth Elemental Command.** You can expend 2 of the ring's charges to cast **_dominate monster_** on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: * You have resistance to acid damage. * You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. * You can cast the following spells from the ring, expending the necessary number of charges: **_stone shape_** (2 charges), **_stoneskin_** (3 charges), or **_wall of stone_** (3 charges). **Ring of Fire Elemental Command.** You can expend 2 of the ring's charges to cast **_dominate monster_** on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: * You are immune to fire damage. * You can cast the following spells from the ring, expending the necessary number of charges: **_burning hands_** (1 charge), **_fireball_** (2 charges), and **_wall of fire_** (3 charges). **Ring of Water Elemental Command.** You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: * You can breathe underwater and have a swimming speed equal to your walking speed. * You can cast the following spells from the ring, expending the necessary number of charges: **_create or destroy water_** (1 charge), **_control water_** (3 charges), **_ice storm_** (2 charges), or **_wall of ice_** (3 charges). ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_evasion.md ================================================ name: Ring of Evasion type: ring # Ring of Evasion _Ring, rare (requires attunement)_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_feather_falling.md ================================================ name: Ring of Feather Falling type: ring # Ring of Feather Falling _Ring, rare (requires attunement)_ When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_free_action.md ================================================ name: Ring of Free Action type: ring # Ring of Free Action _Ring, rare (requires attunement)_ While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_invisibility.md ================================================ name: Ring of Invisibility type: ring # Ring of Invisibility _Ring, legendary (requires attunement)_ While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_jumping.md ================================================ name: Ring of Jumping type: ring # Ring of Jumping _Ring, uncommon (requires attunement)_ While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_mind_shielding.md ================================================ name: Ring of Mind Shielding type: ring # Ring of Mind Shielding _Ring, uncommon (requires attunement)_ While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_protection.md ================================================ name: Ring of Protection type: ring # Ring of Protection _Ring, rare (requires attunement)_ You gain a +1 bonus to AC and saving throws while wearing this ring. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_regeneration.md ================================================ name: Ring of Regeneration type: ring # Ring of Regeneration _Ring, very rare (requires attunement)_ While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_resistance.md ================================================ name: Ring of Resistance type: ring # Ring of Resistance _Ring, rare (requires attunement)_ You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. | d10 | Damage Type | Gem | |-----|-------------|------------| | 1 | Acid | Pearl | | 2 | Cold | Tourmaline | | 3 | Fire | Garnet | | 4 | Force | Sapphire | | 5 | Lightning | Citrine | | 6 | Necrotic | Jet | | 7 | Poison | Amethyst | | 8 | Psychic | Jade | | 9 | Radiant | Topaz | | 10 | Thunder | Spinel | ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_shooting_stars.md ================================================ name: Ring of Shooting Stars type: ring # Ring of Shooting Stars _Ring, very rare (requires attunement outdoors at night)_ While wearing this ring in dim light or darkness, you can cast **_dancing lights_** and **_light_** from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. **Faerie Fire.** You can expend 1 charge as an action to cast **_faerie fire_** from the ring. **Ball Lightning.** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. | Spheres | Lightning Damage | |---------|------------------| | 4 | 2d4 | | 3 | 2d6 | | 2 | 5d4 | | 1 | 4d12 | **Shooting Stars.** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_spell_storing.md ================================================ name: Ring of Spell Storing type: ring # Ring of Spell Storing _Ring, rare (requires attunement)_ This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_spell_turning.md ================================================ name: Ring of Spell Turning type: ring # Ring of Spell Turning _Ring, legendary (requires attunement)_ While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_swimming.md ================================================ name: Ring of Swimming type: ring # Ring of Swimming _Ring, uncommon_ You have a swimming speed of 40 feet while wearing this ring. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_telekinesis.md ================================================ name: Ring of Telekinesis type: ring # Ring of Telekinesis _Ring, very rare (requires attunement)_ While wearing this ring, you can cast the **_telekinesis_** spell at will, but you can target only objects that aren't being worn or carried. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_the_ram.md ================================================ name: Ring of the Ram type: ring # Ring of the Ram _Ring, rare (requires attunement)_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_three_wishes.md ================================================ name: Ring of Three Wishes type: ring # Ring of Three Wishes _Ring, legendary_ While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the **_wish_** spell from it. The ring becomes nonmagical when you use the last charge. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_warmth.md ================================================ name: Ring of Warmth type: ring # Ring of Warmth _Ring, uncommon (requires attunement)_ While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_water_walking.md ================================================ name: Ring of Water Walking type: ring # Ring of Water Walking _Ring, uncommon_ While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. ================================================ FILE: docs/gamemaster_rules/magic_items/ring_of_x_ray_vision.md ================================================ name: Ring of X-ray Vision type: ring # Ring of X-ray Vision _Ring, rare (requires attunement)_ While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. ================================================ FILE: docs/gamemaster_rules/magic_items/robe_of_eyes.md ================================================ name: Robe of Eyes type: item # Robe of Eyes _Wondrous item, rare (requires attunement)_ This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: * The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. * You have darkvision out to a range of 120 feet. * You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A **_light_** spell cast on the robe or a **_daylight_** spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for **_light_** or DC 15 for **_daylight_**), ending the blindness on a success. ================================================ FILE: docs/gamemaster_rules/magic_items/robe_of_scintillating_colors.md ================================================ name: Robe of Scintillating Colors type: item # Robe of Scintillating Colors _Wondrous item, very rare (requires attunement)_ This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. ================================================ FILE: docs/gamemaster_rules/magic_items/robe_of_stars.md ================================================ name: Robe of Stars type: item # Robe of Stars _Wondrous item, very rare (requires attunement)_ This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast **_magic missile_** as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. ================================================ FILE: docs/gamemaster_rules/magic_items/robe_of_the_archmagi.md ================================================ name: Robe of the Archmagi type: item # Robe of the Archmagi _Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)_ This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a **robe of the archmagi** that doesn't correspond to your alignment. You gain these benefits while wearing the robe: * If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. * You have advantage on saving throws against spells and other magical effects. * Your spell save DC and spell attack bonus each increase by 2. ================================================ FILE: docs/gamemaster_rules/magic_items/robe_of_useful_items.md ================================================ name: Robe of Useful Items type: item # Robe of Useful Items _Wondrous item, uncommon_ This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: * Dagger * Bullseye lantern (filled and lit) * Steel mirror * 10-foot pole * Hempen rope (50 feet, coiled) * Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. | d100 | Patch | |-------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 01-08 | Bag of 100 gp | | 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | | 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | | 23-30 | 10 gems worth 100 gp each | | 31-44 | Wooden ladder (24 feet long) | | 45-51 | A riding horse with saddle bags | | 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | | 60-68 | 4 potions of healing | | 69-75 | Rowboat (12 feet long) | | 76-83 | Spell scroll containing one spell of 1st to 3rd level | | 84-90 | 2 mastiffs | | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | | 97-00 | Portable ram | ================================================ FILE: docs/gamemaster_rules/magic_items/rod_of_absorption.md ================================================ name: Rod of Absorption type: rod # Rod of Absorption _Rod, very rare (requires attunement)_ While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy--not the spell itself--is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. ================================================ FILE: docs/gamemaster_rules/magic_items/rod_of_alertness.md ================================================ name: Rod of Alertness type: rod # Rod of Alertness _Rod, very rare (requires attunement)_ This rod has a flanged head and the following properties. **Alertness.** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. **Spells.** While holding the rod, you can use an action to cast one of the following spells from it: **_detect evil and good_**, **_detect magic_**, **_detect poison and disease_**, or **_see invisibility_**. **Protective Aura.** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/rod_of_lordly_might.md ================================================ name: Rod of Lordly Might type: rod # Rod of Lordly Might _Rod, legendary (requires attunement)_ This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. **Six Buttons.** You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press **button 1**, the rod becomes a **flame tongue**, as a fiery blade sprouts from the end opposite the rod's flanged head. If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. **Drain Life.** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. **Paralyze.** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. **Terrify.** While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/rod_of_rulership.md ================================================ name: Rod of Rulership type: rod # Rod of Rulership _Rod, rare (requires attunement)_ You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/rod_of_security.md ================================================ name: Rod of Security type: rod # Rod of Security _Rod, very rare_ While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. ================================================ FILE: docs/gamemaster_rules/magic_items/rope_of_climbing.md ================================================ name: Rope of Climbing type: item # Rope of Climbing _Wondrous item, uncommon_ This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/rope_of_entanglement.md ================================================ name: Rope of Entanglement type: item # Rope of Entanglement _Wondrous item, rare_ This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. ================================================ FILE: docs/gamemaster_rules/magic_items/scarab_of_protection.md ================================================ name: Scarab of Protection type: item # Scarab of Protection _Wondrous item, legendary (requires attunement)_ If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: * You have advantage on saving throws against spells. * The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. ================================================ FILE: docs/gamemaster_rules/magic_items/scimitar_of_speed.md ================================================ name: Scimitar of Speed type: weapon # Scimitar of Speed _Weapon (scimitar), very rare (requires attunement)_ You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. ================================================ FILE: docs/gamemaster_rules/magic_items/shield_1_2_or_3.md ================================================ name: Shield, +1, +2, or +3 type: armor # Shield, +1, +2, or +3 _Armor (shield), uncommon (+1), rare (+2), or very rare (+3)_ While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. ================================================ FILE: docs/gamemaster_rules/magic_items/shield_of_missile_attraction.md ================================================ name: Shield of Missile Attraction type: armor # Shield of Missile Attraction _Armor (shield), rare (requires attunement)_ While holding this shield, you have resistance to damage from ranged weapon attacks. **Curse.** This shield is cursed. Attuning to it curses you until you are targeted by the **_remove curse_** spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. ================================================ FILE: docs/gamemaster_rules/magic_items/slippers_of_spider_climbing.md ================================================ name: Slippers of Spider Climbing type: item # Slippers of Spider Climbing _Wondrous item, uncommon (requires attunement)_ While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. ================================================ FILE: docs/gamemaster_rules/magic_items/sovereign_glue.md ================================================ name: Sovereign Glue type: item # Sovereign Glue _Wondrous item, legendary_ This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with **oil of slipperiness**. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of **universal solvent** or **oil of etherealness**, or with a **_wish_** spell. ================================================ FILE: docs/gamemaster_rules/magic_items/spell_scroll.md ================================================ name: Spell Scroll type: scroll # Spell Scroll _Scroll, varies_ A **spell scroll** bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. ### Spell Scroll | Spell Level | Rarity | Save DC | Attack Bonus | |-------------|-----------|---------|--------------| | Cantrip | Common | 13 | +5 | | 1st | Common | 13 | +5 | | 2nd | Uncommon | 13 | +5 | | 3rd | Uncommon | 15 | +7 | | 4th | Rare | 15 | +7 | | 5th | Rare | 17 | +9 | | 6th | Very rare | 17 | +9 | | 7th | Very rare | 18 | +10 | | 8th | Very rare | 18 | +10 | | 9th | Legendary | 19 | +11 | A wizard spell on a **spell scroll** can be copied just as spells in spellbooks can be copied. When a spell is copied from a **spell scroll**, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the **spell scroll** is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/spellguard_shield.md ================================================ name: Spellguard Shield type: armor # Spellguard Shield _Armor (shield), very rare (requires attunement)_ While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. ================================================ FILE: docs/gamemaster_rules/magic_items/sphere_of_annihilation.md ================================================ name: Sphere of Annihilation type: item # Sphere of Annihilation _Wondrous item, legendary_ This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a **sphere of annihilation**, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the **_gate_** spell, or an extradimensional space, such as that within a **portable hole**, the GM determines randomly what happens, using the following table. | d100 | Result | |-------|------------------------------------------------------------------------------------------------------------------------------------| | 01-50 | The sphere is destroyed. | | 51-85 | The sphere moves through the portal or into the extradimensional space. | | 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_charming.md ================================================ name: Staff of Charming type: staff # Staff of Charming _Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)_ While holding this staff, you can use an action to expend 1 of its 10 charges to cast **_charm person_**, **_command_**, or **_comprehend languages_** from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_fire.md ================================================ name: Staff of Fire type: staff # Staff of Fire _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_ You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: **_burning hands_** (1 charge), **_fireball_** (3 charges), or **_wall of fire_** (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_frost.md ================================================ name: Staff of Frost type: staff # Staff of Frost _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_ You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: **_cone of cold_** (5 charges), **_fog cloud_** (1 charge), **_ice storm_** (4 charges), or **_wall of ice_** (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_healing.md ================================================ name: Staff of Healing type: staff # Staff of Healing _Staff, rare (requires attunement by a bard, cleric, or druid)_ This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: **_cure wounds_** (1 charge per spell level, up to 4th), **_lesser restoration_** (2 charges), or **_mass cure wounds_** (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_power.md ================================================ name: Staff of Power type: staff # Staff of Power _Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)_ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. **Power Strike.** When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. **Spells.** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: **_cone of cold_** (5 charges), **_fireball_** (5th-level version, 5 charges), **_globe of invulnerability_** (6 charges), **_hold monster_** (5 charges), **_levitate_** (2 charges), **_lightning bolt_** (5th-level version, 5 charges), **_magic missile_** (1 charge), **_ray of enfeeblement_** (1 charge), or **_wall of force_** (5 charges). **Retributive Strike.** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage | |-----------------------|----------------------------------------| | 10 ft. away or closer | 8 x the number of charges in the staff | | 11 to 20 ft. away | 6 x the number of charges in the staff | | 21 to 30 ft. away | 4 x the number of charges in the staff | ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_striking.md ================================================ name: Staff of Striking type: staff # Staff of Striking _Staff, very rare (requires attunement)_ This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_swarming_insects.md ================================================ name: Staff of Swarming Insects type: staff # Staff of Swarming Insects _Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)_ This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. **Spells.** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: **_giant insect_** (4 charges) or **_insect plague_** (5 charges). **Insect Cloud.** While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_the_magi.md ================================================ name: Staff of the Magi type: staff # Staff of the Magi _Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)_ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. **Spell Absorption.** While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). **Spells.** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: **_conjure elemental (7 charges), **_dispel magic (3 charges), **_fireball (7th-level version, 7 charges), **_flaming sphere (2 charges), **_ice storm (4 charges), **_invisibility_** (2 charges), **_knock_** (2 charges), **_lightning bolt_** (7th-level version, 7 charges), **_passwall_** (5 charges), **_plane shift_** (7 charges), **_telekinesis_** (5 charges), **_wall of fire_** (4 charges), or **_web_** (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: **_arcane lock_**, **_detect magic_**, **_enlarge/reduce_**, **_light_**, **_mage hand_**, or **_protection from evil and good_**. **Retributive Strike.** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage | |-----------------------|----------------------------------------| | 10 ft. away or closer | 8 x the number of charges in the staff | | 11 to 20 ft. away | 6 x the number of charges in the staff | | 21 to 30 ft. away | 4 x the number of charges in the staff | ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_the_python.md ================================================ name: Staff of the Python type: staff # Staff of the Python _Staff, uncommon (requires attunement by a cleric, druid, or warlock)_ You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_the_woodlands.md ================================================ name: Staff of the Woodlands type: staff # Staff of the Woodlands _Staff, rare (requires attunement by a druid)_ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. **Spells.** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: **_animal friendship_** (1 charge), **_awaken_** (5 charges), **_barkskin_** (2 charges), **_locate animals or plants_** (2 charges), **_speak with animals_** (1 charge), **_speak with plants_** (3 charges), or **_wall of thorns_** (6 charges). You can also use an action to cast the **_pass without trace_** spell from the staff without using any charges. **Tree Form.** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by **_detect magic_**. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_thunder_and_lightning.md ================================================ name: Staff of Thunder and Lightning type: staff # Staff of Thunder and Lightning _Staff, very rare (requires attunement)_ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. **Lightning.** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. **Thunder.** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. **Lightning Strike.** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. **Thunderclap.** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. **Thunder and Lightning.** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. ================================================ FILE: docs/gamemaster_rules/magic_items/staff_of_withering.md ================================================ name: Staff of Withering type: staff # Staff of Withering _Staff, rare (requires attunement by a cleric, druid, or warlock)_ This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. ================================================ FILE: docs/gamemaster_rules/magic_items/stone_of_controlling_earth_elementals.md ================================================ name: Stone of Controlling Earth Elementals type: item # Stone of Controlling Earth Elementals _Wondrous item, rare_ If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the **_conjure elemental_** spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. ================================================ FILE: docs/gamemaster_rules/magic_items/stone_of_good_luck_luckstone.md ================================================ name: Stone of Good Luck (Luckstone) type: item # Stone of Good Luck (Luckstone) _Wondrous item, uncommon (requires attunement)_ While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. ================================================ FILE: docs/gamemaster_rules/magic_items/sun_blade.md ================================================ name: Sun Blade type: weapon # Sun Blade _Weapon (longsword), rare (requires attunement)_ This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the **sun blade**. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. ================================================ FILE: docs/gamemaster_rules/magic_items/sword_of_life_stealing.md ================================================ name: Sword of Life Stealing type: weapon # Sword of Life Stealing _Weapon (any sword), rare (requires attunement)_ When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. ================================================ FILE: docs/gamemaster_rules/magic_items/sword_of_sharpness.md ================================================ name: Sword of Sharpness type: weapon # Sword of Sharpness _Weapon (any sword that deals slashing damage), very rare (requires attunement)_ When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. ================================================ FILE: docs/gamemaster_rules/magic_items/sword_of_wounding.md ================================================ name: Sword of Wounding type: weapon # Sword of Wounding _Weapon (any sword), rare (requires attunement)_ Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. ================================================ FILE: docs/gamemaster_rules/magic_items/talisman_of_pure_good.md ================================================ name: Talisman of Pure Good type: item # Talisman of Pure Good _Wondrous item, legendary (requires attunement by a creature of good alignment)_ This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/talisman_of_the_sphere.md ================================================ name: Talisman of the Sphere type: item # Talisman of the Sphere _Wondrous item, legendary (requires attunement)_ When you make an Intelligence (Arcana) check to control a **sphere of annihilation** while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a **sphere of annihilation**, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. ================================================ FILE: docs/gamemaster_rules/magic_items/talisman_of_ultimate_evil.md ================================================ name: Talisman of Ultimate Evil type: item # Talisman of Ultimate Evil _Wondrous item, legendary (requires attunement by a creature of evil alignment)_ This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/tome_of_clear_thought.md ================================================ name: Tome of Clear Thought type: item # Tome of Clear Thought _Wondrous item, very rare_ This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/tome_of_leadership_and_influence.md ================================================ name: Tome of Leadership and Influence type: item # Tome of Leadership and Influence _Wondrous item, very rare_ This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/tome_of_understanding.md ================================================ name: Tome of Understanding type: item # Tome of Understanding _Wondrous item, very rare_ This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ================================================ FILE: docs/gamemaster_rules/magic_items/trident_of_fish_command.md ================================================ name: Trident of Fish Command type: weapon # Trident of Fish Command _Weapon (trident), uncommon (requires attunement)_ This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast **_dominate beast_** (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/universal_solvent.md ================================================ name: Universal Solvent type: item # Universal Solvent _Wondrous item, legendary_ This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including **sovereign glue**. ================================================ FILE: docs/gamemaster_rules/magic_items/vicious_weapon.md ================================================ name: Vicious Weapon type: weapon # Vicious Weapon _Weapon (any), rare_ When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. ================================================ FILE: docs/gamemaster_rules/magic_items/vorpal_sword.md ================================================ name: Vorpal Sword type: weapon # Vorpal Sword _Weapon (any sword that deals slashing damage), legendary (requires attunement)_ You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_binding.md ================================================ name: Wand of Binding type: wand # Wand of Binding _Wand, rare (requires attunement by a spellcaster)_ This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. **Spells.** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): **_hold monster_** (5 charges) or **_hold person_** (2 charges). **Assisted Escape.** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_enemy_detection.md ================================================ name: Wand of Enemy Detection type: wand # Wand of Enemy Detection _Wand, rare (requires attunement)_ This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_fear.md ================================================ name: Wand of Fear type: wand # Wand of Fear _Wand, rare (requires attunement)_ This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. **Command.** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the **_command_** spell (save DC 15). **Cone of Fear.** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_fireballs.md ================================================ name: Wand of Fireballs type: wand # Wand of Fireballs _Wand, rare (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_fireball_** spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_lightning_bolts.md ================================================ name: Wand of Lightning Bolts type: wand # Wand of Lightning Bolts _Wand, rare (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_lightning bolt_** spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_magic_detection.md ================================================ name: Wand of Magic Detection type: wand # Wand of Magic Detection _Wand, uncommon_ This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the **_detect magic_** spell from it. The wand regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_magic_missiles.md ================================================ name: Wand of Magic Missiles type: wand # Wand of Magic Missiles _Wand, uncommon_ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_magic missile_** spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_paralysis.md ================================================ name: Wand of Paralysis type: wand # Wand of Paralysis _Wand, rare (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_polymorph.md ================================================ name: Wand of Polymorph type: wand # Wand of Polymorph _Wand, very rare (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the **_polymorph_** spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_secrets.md ================================================ name: Wand of Secrets type: wand # Wand of Secrets _Wand, uncommon_ The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_the_war_mage_1_2_or_3.md ================================================ name: Wand of the War Mage, +1, +2, or +3 type: wand # Wand of the War Mage, +1, +2, or +3 _Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)_ While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_web.md ================================================ name: Wand of Web type: wand # Wand of Web _Wand, uncommon (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the **_web_** spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ================================================ FILE: docs/gamemaster_rules/magic_items/wand_of_wonder.md ================================================ name: Wand of Wonder type: wand # Wand of Wonder _Wand, rare (requires attunement by a spellcaster)_ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. | d100 | Effect | |-------|--------| | 01-05 | You cast slow. | | 06-10 | You cast faerie fire. | | 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. | | 16-20 | You cast gust of wind. | | 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. | | 26-30 | You cast stinking cloud. | | 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. | | 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. | | 37-46 | You cast lightning bolt. | | 47-49 | A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. | | 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. | | 54-58 | You cast darkness. | | 59-62 | Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. | | 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. | | 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. | | 70-79 | You cast fireball. | | 80-84 | You cast invisibility on yourself. | | 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. | | 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. | | 91-95 | A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | | 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | | 98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | ================================================ FILE: docs/gamemaster_rules/magic_items/weapon_1_2_or_3.md ================================================ name: Weapon, +1, +2, or +3 type: weapon # Weapon, +1, +2, or +3 _Weapon (any), uncommon (+1), rare (+2), or very rare (+3)_ You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. ================================================ FILE: docs/gamemaster_rules/magic_items/well_of_many_worlds.md ================================================ name: Well of Many Worlds type: item # Well of Many Worlds _Wondrous item, legendary_ This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the **well of many worlds** on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once **well of many worlds** has opened a portal, it can't do so again for 1d8 hours. ================================================ FILE: docs/gamemaster_rules/magic_items/wind_fan.md ================================================ name: Wind Fan type: item # Wind Fan _Wondrous item, uncommon_ While holding this fan, you can use an action to cast the **_gust of wind_** spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. ================================================ FILE: docs/gamemaster_rules/magic_items/winged_boots.md ================================================ name: Winged Boots type: item # Winged Boots _Wondrous item, uncommon (requires attunement)_ While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. ================================================ FILE: docs/gamemaster_rules/magic_items/wings_of_flying.md ================================================ name: Wings of Flying type: item # Wings of Flying _Wondrous item, rare (requires attunement)_ While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. ================================================ FILE: docs/gamemaster_rules/magic_items.md ================================================ description: General rules for magic items, including attunement, from the 5th Edition (5e) SRD (System Reference Document). # Magic Items Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. ## Attunement Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. ## Wearing and Wielding Items Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots. ### Multiple Items of the Same Kind Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks. ### Paired Items Items that come in pairs--such as boots, bracers, gauntlets, and gloves--impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either. ## Activating an Item Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. ### Command Word A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell. ### Consumables Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. ### Spells Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability--perhaps you're a rogue with the Use Magic Device feature--your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. ### Charges Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. ================================================ FILE: docs/gamemaster_rules/monster_indexes/index.md ================================================ # Monster Indexes * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/) * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/) * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type) ================================================ FILE: docs/gamemaster_rules/monster_rules.md ================================================ description: General rules and descriptions for monsters from the 5th Edition (5e) SRD (System Reference Document). # Monster Rules A monster's statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster. ## Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the **Player's Handbook** for more information on creature size and space. ### Size Categories | Size | Space | Examples | |------------|------------------------|---------------------| | Tiny | 2 1/2 by 2 1/2 ft. | Imp, sprite | | Small | 5 by 5 ft. | Giant rat, goblin | | Medium | 5 by 5 ft. | Orc, werewolf | | Large | 10 by 10 ft. | Hippogriff, ogre | | Huge | 15 by 15 ft. | Fire giant, treant | | Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm | >### Modifying Creatures >Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating. ## Type A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an **arrow of dragon slaying** deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. The game includes the following monster types, which have no rules of their own. **Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi. **Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. **Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. **Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. **Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. **Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. **Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. **Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. **Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. **Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. **Monstrosities** are monsters in the strictest sense--frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. **Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. **Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. **Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. ### Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. ## Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment. ## Armor Class A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. ## Hit Points A monster usually dies or is destroyed when it drops to 0 hit points. A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. ### Hit Dice by Size | Monster Size | Hit Die | Average HP per Die | |--------------|---------|--------------------| | Tiny | d4 | 2 1/2 | | Small | d6 | 3 1/2 | | Medium | d8 | 4 1/2 | | Large | d10 | 5 1/2 | | Huge | d12 | 6 1/2 | | Gargantuan | d20 | 10 1/2 | A monster's Constitution modifier also affects the number of hit points it has. Its 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). ## Speed A monster's speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. ### Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. ### Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. ### Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air. Such a monster stops hovering when it dies. ### Swim A monster that has a swimming speed doesn't need to spend extra movement to swim. ## Ability Scores Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. ## Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). ### Proficiency Bonus by Challenge Rating | Challenge | Proficiency Bonus | |-----------|:------------------| | 0 | +2 | | 1/8 | +2 | | 1/4 | +2 | | 1/2 | +2 | | 1 | +2 | | 2 | +2 | | 3 | +2 | | 4 | +2 | | 5 | +3 | | 6 | +3 | | 7 | +3 | | 8 | +3 | | 9 | +4 | | 10 | +4 | | 11 | +4 | | 12 | +4 | | 13 | +5 | | 14 | +5 | | 15 | +5 | | 16 | +5 | | 17 | +6 | | 18 | +6 | | 19 | +6 | | 20 | +6 | | 21 | +7 | | 22 | +7 | | 23 | +7 | | 24 | +7 | | 25 | +8 | | 26 | +8 | | 27 | +8 | | 28 | +8 | | 29 | +9 | | 30 | +9 | ## Skills The Skills entry is reserved for monsters that are proficient in one or more skills. 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, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. ## Armor, Weapon, and Tool Proficiencies Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. ## Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. ## Senses The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. ### Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. ### Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. ### Tremorsense A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense. ### Truesight A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. ## Languages The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "--" indicates that a creature neither speaks nor understands any language. ### Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. A creature within the area of an **_antimagic field_** or in any other location where magic doesn't function can't send or receive telepathic messages. ## Challenge A monster's **challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. ### Experience Points The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. #### Experience Points by Challenge Rating | Challenge | XP | |-----------|---------| | 0 | 0 or 10 | | 1/8 | 25 | | 1/4 | 50 | | 1/2 | 100 | | 1 | 200 | | 2 | 450 | | 3 | 700 | | 4 | 1,100 | | 5 | 1,800 | | 6 | 2,300 | | 7 | 2,900 | | 8 | 3,900 | | 9 | 5,000 | | 10 | 5,900 | | 11 | 7,200 | | 12 | 8,400 | | 13 | 10,000 | | 14 | 11,500 | | 15 | 13,000 | | 16 | 15,000 | | 17 | 18,000 | | 18 | 20,000 | | 19 | 22,000 | | 20 | 25,000 | | 21 | 33,000 | | 22 | 41,000 | | 23 | 50,000 | | 24 | 62,000 | | 25 | 75,000 | | 26 | 90,000 | | 27 | 150,000 | | 28 | 120,000 | | 29 | 135,000 | | 30 | 155,000 | ## Special Traits Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. ### Innate Spellcasting A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the **_levitate_** spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. ### Spellcasting A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher. The spellcaster level is also used for any cantrips included in the feature. The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level **_lightning bolt_** spell can cast it as a 5th-level spell by using one of its 5th-level spell slots. You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. ### Psionics A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. ## Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action. ### Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. **Creature vs. Target.** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. **Hit.** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "**Hit**" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. **Miss.** If an attack has an effect that occurs on a miss, that information is presented after the "**Miss:**" notation. ### Multiattack A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. ### Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. ## Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. ## Limited Usage Some special abilities have restrictions on the number of times they can be used. **X/Day.** The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. **Recharge X–Y.** The notation "Recharge X–Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, "Recharge 5–6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. **Recharge after a Short or Long Rest.** This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. ## Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. ## Equipment A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. You can equip monsters with additional gear and trinkets however you like, and 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. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. ## Monster Indexes * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/) * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/) * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type) ================================================ FILE: docs/gamemaster_rules/monsters/aboleth.md ================================================ name: Aboleth cr: 10 type: aberration # Aboleth _Large aberration, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 135 (18d10 + 36) **Speed** 10 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) | **Saving Throws** Con +6, Int +8, Wis +6 **Skills** History +12, Perception +10 **Senses** darkvision 120 ft., passive Perception 20 **Languages** Deep Speech, telepathy 120 ft. **Challenge** 10 (5,900 XP) **Amphibious.** The aboleth can breathe air and water. **Mucous Cloud.** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. **Probing Telepathy.** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. ### Actions **Multiattack.** The aboleth makes three tentacle attacks. **Tentacle.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-‐curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. **Tail.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft. one target. _Hit:_ 15 (3d6 + 5) bludgeoning damage. **Enslave (3/Day).** The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. ### Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. **Detect.** The aboleth makes a Wisdom (Perception) check. **Tail Swipe.** The aboleth makes one tail attack. **Psychic Drain** (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. ================================================ FILE: docs/gamemaster_rules/monsters/acolyte.md ================================================ name: Acolyte type: humanoid (any race) cr: .25 # Acolyte _Medium humanoid (any race), any alignment_ **Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | **Skills** Medicine +4, Religion +2 **Senses** passive Perception 12 **Languages** any one language (usually Common) **Challenge** 1/4 (50 XP) **Spellcasting.** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): **_light, sacred flame, thaumaturgy_** 1st level (3 slots): **_bless, cure wounds, sanctuary_** ### Actions **Club.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ### Description Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. ================================================ FILE: docs/gamemaster_rules/monsters/adult_black_dragon.md ================================================ name: Adult Black Dragon type: dragon cr: 14 # Adult Black Dragon _Huge dragon, chaotic evil_ **Armor Class** 19 (natural armor) **Hit Points** 195 (17d12 + 85) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | **Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 **Skills** Perception +11, Stealth +7 **Damage Immunities** acid **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 **Languages** Common, Draconic **Challenge** 14 (11,500 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. **Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Acid Breath (Recharge 5–6).** The dragon exhales acid in a 60-‐foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_blue_dragon.md ================================================ name: Adult Blue Dragon type: dragon cr: 16 # Adult Blue Dragon _Huge dragon, lawful evil_ **Armor Class** 19 (natural armor) **Hit Points** 225 (18d12 + 108) **Speed** 40 ft., burrow 30 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | **Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 **Skills** Perception +12, Stealth +5 **Damage Immunities** lightning **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 **Languages** Common, Draconic **Challenge** 16 (15,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. **Claw.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6 + 7) slashing damage. **Tail.** _Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8 + 7) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Lightning Breath (Recharge 5–6).** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_brass_dragon.md ================================================ name: Adult Brass Dragon type: dragon cr: 13 # Adult Brass Dragon _Huge dragon, chaotic good_ **Armor Class** 18 (natural armor) **Hit Points** 172 (15d12 + 75) **Speed** 40 ft., burrow 30 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | **Saving Throws** Dex +5, Con +10, Wis +6, Cha +8 **Skills** History +7, Perception +11, Persuasion +8, Stealth +5 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 **Languages** Common, Draconic **Challenge** 13 (10,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage. **Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. **Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_bronze_dragon.md ================================================ name: Adult Bronze Dragon type: dragon cr: 15 # Adult Bronze Dragon _Huge dragon, lawful good_ **Armor Class** 19 (natural armor) **Hit Points** 212 (17d12 + 102) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | **Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 **Skills** Insight +7, Perception +12, Stealth +5 **Damage Immunities** lightning **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 **Languages** Common, Draconic **Challenge** 15 (13,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10 + 7) piercing damage. **Claw.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6 + 7) slashing damage. **Tail.** _Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8 + 7) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Lightning Breath.** The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_copper_dragon.md ================================================ name: Adult Copper Dragon type: dragon cr: 14 # Adult Copper Dragon _Huge dragon, chaotic good_ **Armor Class** 18 (natural armor) **Hit Points** 184 (16d12 + 80) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | **Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 **Skills** Deception +8, Perception +12, Stealth +6 **Damage Immunities** acid **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 **Languages** Common, Draconic **Challenge** 14 (11,500 XP) **Legendary Resistance (3/Day).**) If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage. **Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_gold_dragon.md ================================================ name: Adult Gold Dragon type: dragon cr: 17 # Adult Gold Dragon _Huge dragon, lawful good_ **Armor Class** 19 (natural armor) **Hit Points** 256 (19d12 + 133) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | **Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 **Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 **Languages** Common, Draconic **Challenge** 17 (18,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage. **Claw.** _Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. **Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_green_dragon.md ================================================ name: Adult Green Dragon type: dragon cr: 15 # Adult Green Dragon _Huge dragon, lawful evil_ **Armor Class** 19 (natural armor) **Hit Points** 207 (18d12 + 90) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | **Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 **Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 **Languages** Common, Draconic **Challenge** 15 (13,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. **Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Poison Breath (Recharge 5–6).** The dragon exhales poisonous gas in a 60‐foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_red_dragon.md ================================================ name: Adult Red Dragon type: dragon cr: 17 # Adult Red Dragon _Huge dragon, chaotic evil_ **Armor Class** 19 (natural armor) **Hit Points** 256 (19d12 + 133) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | **Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 **Skills** Perception +13, Stealth +6 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 **Languages** Common, Draconic **Challenge** 17 (18,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. **Claw.** _Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Fire Breath (Recharge 5–6).** The dragon exhales fire in a 60‐foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_silver_dragon.md ================================================ name: Adult Silver Dragon type: dragon cr: 16 # Adult Silver Dragon _Huge dragon, lawful good_ **Armor Class** 19 (natural armor) **Hit Points** 243 (18d12 + 126) **Speed** 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | **Saving Throws** Dex +5, Con +12, Wis +6, Cha +10 **Skills** Arcana +8, History +8, Perception +11, Stealth +5 **Damage Immunities** cold **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 **Languages** Common, Draconic **Challenge** 16 (15,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage. **Claw.** _Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. **Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/adult_white_dragon.md ================================================ name: Adult White Dragon type: dragon cr: 13 # Adult White Dragon _Huge dragon, chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 200 (16d12 + 96) **Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 10 (+0) | 22 (+6) | 8 (−1) | 12 (+1) | 12 (+1) | **Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 **Skills** Perception +11, Stealth +5 **Damage Immunities** cold **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 **Languages** Common, Draconic **Challenge** 13 (10,000 XP) **Ice Walk.** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. **Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Cold Breath (Recharge 5–6).** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/air_elemental.md ================================================ name: Air Elemental type: elemental cr: 5 # Air Elemental _Large elemental, neutral_ **Armor Class** 15 **Hit Points** 90 (12d10 + 24) **Speed** 0 ft., fly 90 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 20 (+5) | 14 (+2) | 6 (−2) | 10 (+0) | 6 (−2) | **Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious **Senses** darkvision 60 ft., passive Perception 10 **Languages** Auran **Challenge** 5 (1,800 XP) **Air Form.** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ### Actions **Multiattack.** The elemental makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) bludgeoning damage. **Whirlwind (Recharge 4–6).** Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_black_dragon.md ================================================ name: Ancient Black Dragon type: dragon cr: 21 # Ancient Black Dragon _Gargantuan dragon, chaotic evil_ **Armor Class** 22 (natural armor) **Hit Points** 367 (21d20 + 147) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | **Saving Throws** Dex +9, Con +14, Wis +9, Cha +11 **Skills** Perception +16, Stealth +9 **Damage Immunities** acid **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 **Languages** Common, Draconic **Challenge** 21 (33,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. **Claw.** _Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Acid Breath (Recharge 5–6).** The dragon exhales acid in a 90-‐foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_blue_dragon.md ================================================ name: Ancient Blue Dragon type: dragon cr: 23 # Ancient Blue Dragon _Gargantuan dragon, lawful evil_ **Armor Class** 22 (natural armor) **Hit Points** 481 (26d20 + 208) **Speed** 40 ft., burrow 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | **Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 **Skills** Perception +17, Stealth +7 **Damage Immunities** lightning **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 **Languages** Common, Draconic **Challenge** 23 (50,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +16 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. **Claw.** _Melee Weapon Attack:_ +16 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6 + 9) slashing damage. **Tail.** _Melee Weapon Attack:_ +16 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8 + 9) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Lightning Breath (Recharge 5–6).** The dragon exhales lightning in a 120-‐foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_brass_dragon.md ================================================ name: Ancient Brass Dragon type: dragon cr: 20 # Ancient Brass Dragon _Gargantuan dragon, chaotic good_ **Armor Class** 20 (natural armor) **Hit Points** 297 (17d20 + 119) **Speed** 40 ft., burrow 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | **Saving Throws** Dex +6, Con +13, Wis +8, Cha +10 **Skills** History +9, Perception +14, Persuasion +10, Stealth +6 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 **Languages** Common, Draconic **Challenge** 20 (25,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage. **Claw.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +14 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons: **Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. **Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_bronze_dragon.md ================================================ name: Ancient Bronze Dragon type: dragon cr: 22 # Ancient Bronze Dragon _Gargantuan dragon, lawful good_ **Armor Class** 22 (natural armor) **Hit Points** 444 (24d20 + 192) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | **Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 **Skills** Insight +10, Perception +17, Stealth +7 **Damage Immunities** lightning **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 **Languages** Common, Draconic **Challenge** 22 (41,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +16 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10 + 9) piercing damage. **Claw.** _Melee Weapon Attack:_ +16 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6 + 9) slashing damage. **Tail.** _Melee Weapon Attack:_ +16 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8 + 9) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_copper_dragon.md ================================================ name: Ancient Copper Dragon type: dragon cr: 21 # Ancient Copper Dragon _Gargantuan dragon, chaotic good_ **Armor Class** 21 (natural armor) **Hit Points** 350 (20d20 + 140) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | **Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 **Skills** Deception +11, Perception +17, Stealth +8 **Damage Immunities** acid **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 **Languages** Common, Draconic **Challenge** 21 (33,000 XP) ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage. **Claw.** _Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_gold_dragon.md ================================================ name: Ancient Gold Dragon type: dragon cr: 24 # Ancient Gold Dragon _Gargantuan dragon, lawful good_ **Armor Class** 22 (natural armor) **Hit Points** 546 (28d20 + 252) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 30 (+10)| 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) | **Saving Throws** Dex +9, Con +16, Wis +10, Cha +16 **Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 **Languages** Common, Draconic **Challenge** 24 (62,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10 + 10) piercing damage. **Claw.** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6 + 10) slashing damage. **Tail.** _Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8 + 10) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. **Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_green_dragon.md ================================================ name: Ancient Green Dragon type: dragon cr: 22 # Ancient Green Dragon _Gargantuan dragon, lawful evil_ **Armor Class** 21 (natural armor) **Hit Points** 385 (22d20 + 154) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | **Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 **Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 **Languages** Common, Draconic **Challenge** 22 (41,000 XP) **Amphibious.** The dragon can breathe air and water. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. **Claw.** _Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 22 (4d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Poison Breath (Recharge 5–6).** The dragon exhales poisonous gas in a 90-‐foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_red_dragon.md ================================================ name: Ancient Red Dragon type: dragon cr: 24 # Ancient Red Dragon _Gargantuan dragon, chaotic evil_ **Armor Class** 22 (natural armor) **Hit Points** 546 (28d20 + 252) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 30 (+10)| 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | **Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 **Skills** Perception +16, Stealth +7 **Damage Immunities** fire **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 **Languages** Common, Draconic **Challenge** 24 (62,000 XP) ***Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. **Claw.** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6 + 10) slashing damage. **Tail.** _Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8 + 10) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Fire Breath (Recharge 5–6).** The dragon exhales fire in a 90‐foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_silver_dragon.md ================================================ name: Ancient Silver Dragon type: dragon cr: 23 # Ancient Silver Dragon _ Gargantuan dragon, lawful good_ **Armor Class** 22 (natural armor) **Hit Points** 487 (25d20 + 225) **Speed** 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 30 (+10)| 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | **Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 **Skills** Arcana +11, History +11, Perception +16, Stealth +7 **Damage Immunities** cold **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 **Languages** Common, Draconic **Challenge** 23 (50,000 XP) **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10 + 10) piercing damage. **Claw.** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6 + 10) slashing damage. **Tail.** _Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8 + 10) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. **Paralyzing Breath.** The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Change Shape.** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/ancient_white_dragon.md ================================================ name: Ancient White Dragon type: dragon cr: 20 # Ancient White Dragon _Gargantuan dragon, chaotic evil_ **Armor Class** 20 (natural armor) **Hit Points** 333 (18d20 + 144) **Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) | **Saving Throws** Dex +6, Con +14, Wis +7, Cha +8 **Skills** Perception +13, Stealth +6 **Damage Immunities** cold **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 **Languages** Common, Draconic **Challenge** 20 (25,000 XP) **Ice Walk.** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. **Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead. ### Actions **Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. **Claw.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage. **Tail.** _Melee Weapon Attack:_ +14 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8 + 8) bludgeoning damage. **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **Cold Breath (Recharge 5–6).** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **Detect.** The dragon makes a Wisdom (Perception) check. **Tail Attack.** The dragon makes a tail attack. **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. ================================================ FILE: docs/gamemaster_rules/monsters/androsphinx.md ================================================ name: Androsphinx type: monstrosity cr: 17 # Androsphinx _Large monstrosity, lawful neutral_ **Armor Class** 17 (natural armor) **Hit Points** 199 (19d10 + 95) **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) | **Saving Throws** Dex +6, Con +11, Int +9, Wis +10 **Skills** Arcana +9, Perception +10, Religion +15 **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, frightened **Senses** truesight 120 ft., passive Perception 20 **Languages** Common, Sphinx **Challenge** 17 (18,000 XP) **Inscrutable.** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. **Magic Weapons.** The sphinx's weapon attacks are magical. **Spellcasting.** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: Cantrips (at will): **_sacred flame, spare the dying, thaumaturgy_** 1st level (4 slots): **_command, detect evil and good, detect magic_** 2nd level (3 slots): **_lesser restoration, zone of truth_** 3rd level (3 slots): **_dispel magic, tongues_** 4th level (3 slots): **_banishment, freedom of movement_** 5th level (2 slots): **_flame strike, greater restoration_** 6th level (1 slot): **_heroes' feast_** ### Actions **Multiattack.** The sphinx makes two claw attacks. **Claw.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 17 (2d10 + 6) slashing damage. **Roar (3/Day).** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. **First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. ### Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. **Claw Attack.** The sphinx makes one claw attack. **Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. ================================================ FILE: docs/gamemaster_rules/monsters/animated_armor.md ================================================ name: Animated Armor type: construct cr: 1 # Animated Armor _Medium construct, unaligned_ **Armor Class** 18 (natural armor) **Hit Points** 33 (6d8 + 6) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 **Languages** -- **Challenge** 1 (200 XP) **Antimagic Susceptibility.** The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **False Appearance.** While the armor remains motionless, it is indistinguishable from a normal suit of armor. ### Actions **Multiattack.** The armor makes two melee attacks. **Slam.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/ankheg.md ================================================ name: Ankheg type: monstrosity cr: 2 # Ankheg _Large monstrosity, unaligned_ **Armor Class** 14 (natural armor), 11 while prone **Hit Points** 39 (6d10 + 6) **Speed** 30 ft., burrow 10 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) | **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 **Languages** -- **Challenge** 2 (450 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. **Acid Spray (Recharge 6).** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/ape.md ================================================ name: Ape type: beast cr: .5 # Ape _Medium beast, unaligned_ **Armor Class** 12 **Hit Points** 19 (3d8 + 6) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 14 (+2) | 14 (+2) | 6 (−2) | 12 (+1) | 7 (−2) | **Skills** Athletics +5, Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1/2 (100 XP) ### Actions **Multiattack.** The ape makes two fist attacks. **Fist.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage. **Rock.** _Ranged Weapon Attack:_ +5 to hit, range 25/50 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/archmage.md ================================================ name: Archmage type: humanoid (any race) cr: 12 # Archmage _Medium humanoid (any race), any alignment_ **Armor Class** 12 (15 with mage armor) **Hit Points** 99 (18d8 + 18) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | **Saving Throws** Int +9, Wis +6 **Skills** Arcana +13, History +13 **Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) **Senses** passive Perception 12 **Languages** any six languages **Challenge** 12 (8,400 XP) **Magic Resistance.** The archmage has advantage on saving throws against spells and other magical effects. **Spellcasting.** The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast **_disguise self_** and **_invisibility_** at will and has the following wizard spells prepared: Cantrips (at will): **_fire bolt, light, mage hand, prestidigitation, shocking grasp_** 1st level (4 slots): **_detect magic, identify, mage armor, magic missile_** 2nd level (3 slots): **_detect thoughts, mirror image, misty step_** 3rd level (3 slots): **_counterspell, fly, lightning bolt_** 4th level (3 slots): **_banishment, fire shield, stoneskin_** 5th level (3 slots): **_cone of cold, scrying, wall of force_** 6th level (1 slot): **_globe of invulnerability_** 7th level (1 slot): **_teleport_** 8th level (1 slot): **_mind blank_** 9th level (1 slot): **_time stop_** *The archmage casts **_mind blank, stoneskin and magic armor_** spells on itself before combat. ### Actions **Dagger.** _Melee or _Ranged Weapon Attack:__ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. ### Description Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. ================================================ FILE: docs/gamemaster_rules/monsters/assassin.md ================================================ name: Assassin type: humanoid (any race) cr: 8 # Assassin _Medium humanoid (any race), any non-good alignment_ **Armor Class** 15 (studded leather) **Hit Points** 78 (12d8 + 24) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | **Saving Throws** Dex +6, Int +4 **Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 **Damage Resistances** poison **Senses** passive Perception 13 **Languages** Thieves' cant plus any two languages **Challenge** 8 (3,900 XP) **Assassinate.** During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. **Evasion.** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. **Sneak Attack.** Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. ### Actions **Multiattack.** The assassin makes two shortsword attacks. **Shortsword.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. **Light Crossbow.** _Ranged Weapon Attack:_ +6 to hit, range 80/320 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ### Description Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. ================================================ FILE: docs/gamemaster_rules/monsters/awakened_shrub.md ================================================ name: Awakened Shrub type: plant cr: 0 # Awakened Shrub _Small plant, unaligned_ **Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 8 (−1) | 11 (+0) | 10 (+0) | 0 (+0) | 6 (−2) | **Damage Vulnerabilities.** fire **Damage Resistances** piercing **Senses** passive Perception 10 **Languages** one language known by its creator **Challenge** 0 (10 XP) **False Appearance.** While the shrub remains motionless, it is indistinguishable from a normal shrub. ### Actions **Rake.** _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 − 1) slashing damage. An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. ================================================ FILE: docs/gamemaster_rules/monsters/awakened_tree.md ================================================ name: Awakened Tree type: plant cr: 2 # Awakened Tree _Huge plant, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 59 (7d12 + 14) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 6 (−2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (−2) | **Damage Vulnerabilities.** fire **Damage Resistances** bludgeoning, piercing **Senses** passive Perception 10 **Languages** one language known by its creator **Challenge** 2 (450 XP) **False Appearance.** While the tree remains motionless, it is indistinguishable from a normal tree. ### Actions **Slam.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 14 (3d6 + 4) bludgeoning damage. An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. ================================================ FILE: docs/gamemaster_rules/monsters/axe_beak.md ================================================ name: Axe Beak type: beast cr: .25 # Axe Beak _Large beast, unaligned_ **Armor Class** 11 **Hit Points** 19 (3d10 + 3) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 12 (+1) | 12 (+1) | 2 (−4) | 10 (+0) | 5 (−3) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) slashing damage. An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. ================================================ FILE: docs/gamemaster_rules/monsters/azer.md ================================================ name: Azer type: elemental cr: 2 # Azer _Medium elemental, lawful neutral_ **Armor Class** 17 (natural armor, shield) **Hit Points** 39 (6d8 + 12) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | **Saving Throws** Con +4 **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** passive Perception 11 **Languages** Ignan **Challenge** 2 (450 XP) **Heated Body.** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. **Heated Weapons.** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). **Illumination.** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ### Actions **Warhammer.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. ================================================ FILE: docs/gamemaster_rules/monsters/baboon.md ================================================ name: Baboon type: beast cr: 0 # Baboon _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 14 (+2) | 11 (+0) | 4 (−3) | 12 (+1) | 6 (−2) | **Senses** passive Perception 11 **Languages** -- **Challenge** 0 (10 XP) **Pack Tactics.** The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 − 1) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/badger.md ================================================ name: Badger type: beast cr: 0 # Badger _Tiny beast, unaligned_ **Armor Class** 10 **Hit Points** 3 (1d4 + 1) **Speed** 20 ft., burrow 5 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 4 (−3) | 11 (+0) | 12 (+1) | 2 (−4) | 12 (+1) | 5 (−3) | **Senses** darkvision 30 ft., passive Perception 11 **Languages** -- **Challenge** 0 (10 XP) **Keen Smell.** The badger has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/balor.md ================================================ name: Balor type: fiend (demon) cr: 19 # Balor _Huge fiend (demon), chaotic evil_ **Armor Class** 19 (natural armor) **Hit Points** 262 (21d12 + 126) **Speed** 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | **Saving Throws** Str +14, Con +12, Wis +9, Cha +12 **Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 13 **Languages** Abyssal, telepathy 120 ft. **Challenge** 19 (22,000 XP) **Death Throes.** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. **Fire Aura.** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. **Magic Resistance.** The balor has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The balor's weapon attacks are magical. ### Actions **Multiattack.** The balor makes two attacks: one with its longsword and one with its whip. **Longsword.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. **Whip.** _Melee Weapon Attack:_ +14 to hit, reach 30 ft., one target. _Hit:_ 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. **Teleport.** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ================================================ FILE: docs/gamemaster_rules/monsters/bandit.md ================================================ name: Bandit type: humanoid (any race) cr: .125 # Bandit _Medium humanoid (any race), any non-lawful alignment_ **Armor Class** 12 (leather armor) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 1/8 (25 XP) ### Actions **Scimitar.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) slashing damage. **Light Crossbow.** _Ranged Weapon Attack:_ +3 to hit, range 80 ft./320 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ### Description Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. ================================================ FILE: docs/gamemaster_rules/monsters/bandit_captain.md ================================================ name: Bandit Captain type: humanoid (any race) cr: 2 # Bandit Captain _Medium humanoid (any race), any non-lawful alignment_ **Armor Class** 15 (studded leather) **Hit Points** 65 (10d8 + 20) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | **Saving Throws** Str +4, Dex +5, Wis +2 **Skills** Athletics +4, Deception +4 **Senses** passive Perception 10 **Languages** any two languages **Challenge** 2 (450 XP) ### Actions **Multiattack.** The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. **Scimitar.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. **Dagger.** _Melee or _Ranged Weapon Attack:__ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage. ### Reactions **Parry.** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. ### Description It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. ================================================ FILE: docs/gamemaster_rules/monsters/barbed_devil.md ================================================ name: Barbed Devil type: fiend (devil) cr: 5 # Barbed Devil _Medium fiend (devil), lawful evil_ **Armor Class** 15 (natural armor) **Hit Points** 110 (13d8 + 52) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | **Saving Throws** Str +6, Con +7, Wis +5, Cha +5 **Skills** Deception +5, Insight +5, Perception +8 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 18 **Languages** Infernal, telepathy 120 ft. **Challenge** 5 (1,800 XP) **Barbed Hide.** At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. **Claw.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. **Tail.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. **Hurl Flame.** Ranged Spell Attack: +5 to hit, range 150 ft., one target. _Hit:_ 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ================================================ FILE: docs/gamemaster_rules/monsters/basilisk.md ================================================ name: Basilisk type: monstrosity cr: 3 # Basilisk _Medium monstrosity, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 52 (8d8 + 16) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | **Senses** darkvision 60 ft., passive Perception 9 **Languages** -- **Challenge** 3 (700 XP) **Petrifying Gaze.** If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. ================================================ FILE: docs/gamemaster_rules/monsters/bat.md ================================================ name: Bat type: beast cr: 0 # Bat _Tiny beast, unaligned_ **Armor Class** 12 **Hit Points** 1 (1d4 − 1) **Speed** 5 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 15 (+2) | 8 (−1) | 2 (−4) | 12 (+1) | 4 (−3) | **Senses** blindsight 60 ft., passive Perception 11 **Languages** -- **Challenge** 0 (10 XP) **Echolocation.** The bat can't use its blindsight while deafened. **Keen Hearing.** The bat has advantage on Wisdom (Perception) checks that rely on hearing. ### Actions **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/bearded_devil.md ================================================ name: Bearded Devil type: fiend (devil) cr: 3 # Bearded Devil _Medium fiend (devil), lawful evil_ **Armor Class** 13 (natural armor) **Hit Points** 52 (8d8 + 16) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 15 (+2) | 15 (+2) | 9 (−1) | 11 (+0) | 11 (+0) | **Saving Throws** Str +5, Con +4, Wis +2 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 10 **Languages** Infernal, telepathy 120 ft. **Challenge** 3 (700 XP) **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. **Steadfast.** The devil can't be frightened while it can see an allied creature within 30 feet of it. ### Actions **Multiattack.** The devil makes two attacks: one with its beard and one with its glaive. **Beard.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Glaive.** _Melee Weapon Attack:_ +5 to hit, reach 10 ft., one target. _Hit:_ 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ================================================ FILE: docs/gamemaster_rules/monsters/behir.md ================================================ name: Behir type: monstrosity cr: 11 # Behir _Huge monstrosity, neutral evil_ **Armor Class** 17 (natural armor) **Hit Points** 168 (16d12 + 64) **Speed** 50 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | **Skills** Perception +6, Stealth +7 **Damage Immunities** lightning **Senses** darkvision 90 ft., passive Perception 16 **Languages** Draconic **Challenge** 11 (7,200 XP) ### Actions **Multiattack.** The behir makes two attacks: one with its bite and one to constrict. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10 + 6) piercing damage. **Constrict.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one Large or smaller creature. _Hit:_ 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. **Lightning Breath (Recharge 5–6).** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. **Swallow.** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. ================================================ FILE: docs/gamemaster_rules/monsters/berserker.md ================================================ name: Berserker type: humanoid (any race) cr: 2 # Berserker _Medium humanoid (any race), any chaotic alignment_ **Armor Class** 13 (hide armor) **Hit Points** 67 (9d8 + 27) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 12 (+1) | 17 (+3) | 9 (−1) | 11 (+0) | 9 (−1) | **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 2 (450 XP) **Reckless.** At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ### Actions **Greataxe.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 9 (1d12 + 3) slashing damage. ### Description Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. ================================================ FILE: docs/gamemaster_rules/monsters/black_bear.md ================================================ name: Black bear type: beast cr: .5 # Black Bear _Medium beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 19 (3d8 + 6) **Speed** 40 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 14 (+2) | 2 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1/2 (100 XP) **Keen Smell.** The bear has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack.** The bear makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/black_dragon_wyrmling.md ================================================ name: Black Dragon Wyrmling type: dragon cr: 2 # Black Dragon Wyrmling _Medium dragon, chaotic evil_ **Armor Class** 17 (natural armor) **Hit Points** 33 (6d8 + 6) **Speed** 30 ft., fly 60 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | **Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 **Skills** Perception +4, Stealth +4 **Damage Immunities** acid **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 2 (450 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. **Acid Breath (Recharge 5–6).** The dragon exhales acid in a 15-‐foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/black_pudding.md ================================================ name: Black Pudding type: ooze cr: 4 # Black Pudding _Large ooze, unaligned_ **Armor Class** 7 **Hit Points** 85 (10d10 + 30) **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 5 (−3) | 16 (+3) | 1 (−5) | 6 (−2) | 1 (−5) | **Damage Immunities** acid, cold, lightning, slashing **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** -- **Challenge** 4 (1,100 XP) **Amorphous.** The pudding can move through a space as narrow as 1 inch wide without squeezing. **Corrosive Form.** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. **Spider Climb.** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ### Actions **Pseudopod.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. ### Reactions **Split.** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. ================================================ FILE: docs/gamemaster_rules/monsters/blink_dog.md ================================================ name: Blink Dog type: fey cr: .25 # Blink Dog _Medium fey, lawful good_ **Armor Class** 13 **Hit Points** 22 (4d8 + 4) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | **Skills** Perception +3, Stealth +5 **Senses** passive Perception 13 **Languages** Blink Dog, understands Sylvan but can't speak it **Challenge** 1/4 (50 XP) **Keen Hearing and Smell.** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage. **Teleport (Recharge 4–6).** The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. ### Description A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. ================================================ FILE: docs/gamemaster_rules/monsters/blood_hawk.md ================================================ name: Blood Hawk type: beast cr: .125 # Blood Hawk _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 14 (+2) | 10 (+0) | 3 (−4) | 14 (+2) | 5 (−3) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 1/8 (25 XP) **Keen Sight.** The hawk has advantage on Wisdom (Perception) checks that rely on sight. **Pack Tactics.** The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. ### Description Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. ================================================ FILE: docs/gamemaster_rules/monsters/blue_dragon_wyrmling.md ================================================ name: Blue Dragon Wyrmling type: dragon cr: 3 # Blue Dragon Wyrmling _Medium dragon, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 52 (8d8 + 16) **Speed** 30 ft., burrow 15 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 **Skills** Perception +4, Stealth +2 **Damage Immunities** lightning **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 3 (700 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. **Lightning Breath (Recharge 5–6).** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/boar.md ================================================ name: Boar type: beast cr: .25 # Boar _Medium beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 11 (2d8 + 2) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 11 (+0) | 12 (+1) | 2 (−4) | 9 (−1) | 5 (−3) | **Senses** passive Perception 9 **Languages** -- **Challenge** 1/4 (50 XP) **Charge.** If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. **Relentless (Recharges after a Short or Long Rest).** If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ### Actions **Tusk.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/bone_devil.md ================================================ name: Bone Devil type: fiend (devil) cr: 9 # Bone Devil _Large fiend (devil), lawful evil_ **Armor Class** 19 (natural armor) **Hit Points** 142 (15d10 + 60) **Speed** 40 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) | **Saving Throws** Int +5, Wis +6, Cha +7 **Skills** Deception +7, Insight +6 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 12 **Languages** Infernal, telepathy 120 ft. **Challenge** 9 (5,000 XP) **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The devil makes three attacks: two with its claws and one with its sting. **Claw.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 8 (1d8 + 4) slashing damage. **Sting.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/brass_dragon_wyrmling.md ================================================ name: Brass Dragon Wyrmling type: dragon cr: 1 # Brass Dragon Wyrmling _Medium dragon, chaotic good_ **Armor Class** 16 (natural armor) **Hit Points** 16 (3d8 + 3) **Speed** 30 ft., burrow 15 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | **Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 **Skills** Perception +4, Stealth +2 **Damage Immunities** fire **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 1 (200 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. **Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. ================================================ FILE: docs/gamemaster_rules/monsters/bronze_dragon_wyrmling.md ================================================ name: Bronze Dragon Wyrmling type: dragon cr: 2 # Bronze Dragon Wyrmling _Medium dragon, lawful good_ **Armor Class** 17 (natural armor) **Hit Points** 32 (5d8 + 10) **Speed** 30 ft., fly 60 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 **Skills** Perception +4, Stealth +2 **Damage Immunities** lightning **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 2 (450 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. ================================================ FILE: docs/gamemaster_rules/monsters/brown_bear.md ================================================ name: Brown Bear type: beast cr: 1 # Brown Bear _Large beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 34 (4d10 + 12) **Speed** 40 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 16 (+3) | 2 (−4) | 13 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) **Keen Smell.** The bear has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack.** The bear makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage. **Claws.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/bugbear.md ================================================ name: Bugbear type: humanoid cr: 1 # Bugbear _Medium humanoid (goblinoid), chaotic evil_ **Armor Class** 16 (hide armor, shield) **Hit Points** 27 (5d8 + 5) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | **Skills** Stealth +6, Survival +2 **Senses** darkvision 60 ft., passive Perception 10 **Languages** Common, Goblin **Challenge** 1 (200 XP) **Brute.** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). **Surprise Attack.** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. ### Actions **Morningstar.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 11 (2d8 + 2) piercing damage. **Javelin.** _Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. ================================================ FILE: docs/gamemaster_rules/monsters/bulette.md ================================================ name: Bulette type: monstrosity cr: 5 # Bulette _Large monstrosity, unaligned_ **Armor Class** 17 (natural armor) **Hit Points** 94 (9d10 + 45) **Speed** 40 ft., burrow 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) | **Skills** Perception +6 **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 **Languages** -- **Challenge** 5 (1,800 XP) **Standing Leap.** The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. ### Actions **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 30 (4d12 + 4) piercing damage. **Deadly Leap.** If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. ================================================ FILE: docs/gamemaster_rules/monsters/camel.md ================================================ name: Camel type: beast cr: .125 # Camel _Large beast, unaligned_ **Armor Class** 9 **Hit Points** 15 (2d10 + 4) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 8 (−1) | 14 (+2) | 2 (−4) | 8 (−1) | 5 (−3) | **Senses** passive Perception 9 **Languages** -- **Challenge** 1/8 (25 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/cat.md ================================================ name: Cat type: beast cr: 0 # Cat _Tiny beast, unaligned_ **Armor Class** 12 **Hit Points** 2 (1d4) **Speed** 40 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 15 (+2) | 10 (+0) | 3 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3, Stealth +4 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Keen Smell.** The cat has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Claws.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/centaur.md ================================================ name: Centaur type: monstrosity cr: 2 # Centaur _Large monstrosity, neutral good_ **Armor Class** 12 **Hit Points** 45 (6d10 + 12) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | **Skills** Athletics +6, Perception +3, Survival +3 **Senses** passive Perception 13 **Languages** Elvish, Sylvan **Challenge** 2 (450 XP) **Charge.** If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. ### Actions **Multiattack.** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. **Pike.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 9 (1d10 + 4) piercing damage. **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. **Longbow.** _Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/chain_devil.md ================================================ name: Chain Devil type: fiend (devil) cr: 8 # Chain Devil _Medium fiend (devil), lawful evil_ **Armor Class** 16 (natural armor) **Hit Points** 85 (10d8 + 40) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | **Saving Throws** Con +7, Wis +4, Cha +5 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 11 **Languages** Infernal, telepathy 120 ft. **Challenge** 8 (3,900 XP) **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The devil makes two attacks with its chains. **Chain.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. **Animate Chains (Recharges after a Short or Long Rest).** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. ### Reactions **Unnerving Mask.** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. ================================================ FILE: docs/gamemaster_rules/monsters/chimera.md ================================================ name: Chimera type: monstrosity cr: 6 # Chimera _Large monstrosity, chaotic evil_ **Armor Class** 14 (natural armor) **Hit Points** 114 (12d10 + 48) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) | **Skills** Perception +8 **Senses** darkvision 60 ft., passive Perception 18 **Languages** understands Draconic but can't speak **Challenge** 6 (2,300 XP) ### Actions **Multiattack.** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. **Horns.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12 + 4) bludgeoning damage. **Claws.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Fire Breath (Recharge 5–6).** The dragon head exhales fire in a 15-‐foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/chuul.md ================================================ name: Chuul type: aberration cr: 4 # Chuul _Large aberration, chaotic evil_ **Armor Class** 16 (natural armor) **Hit Points** 93 (11d10 + 33) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | **Skills** Perception +4 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 14 **Languages** understands Deep Speech but can't speak **Challenge** 4 (1,100 XP) **Amphibious.** The chuul can breathe air and water. **Sense Magic.** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the **_detect magic_** spell but isn't itself magical. ### Actions **Multiattack.** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. **Pincer.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. **Tentacles.** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/clay_golem.md ================================================ name: Clay Golem type: construct cr: 9 # Clay Golem _Large construct, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 133 (14d10 + 56) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 9 (−1) | 18 (+4) | 3 (−4) | 8 (−1) | 1 (−5) | **Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** darkvision 60 ft., passive Perception 9 **Languages** understands the languages of its creator but can't speak **Challenge** 9 (5,000 XP) **Acid Absorption.** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. **Berserk.** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. **Immutable Form.** The golem is immune to any spell or effect that would alter its form. **Magic Resistance.** The golem has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The golem's weapon attacks are magical. ### Actions **Multiattack.** The golem makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. **Haste (Recharge 5–6).** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. ================================================ FILE: docs/gamemaster_rules/monsters/cloaker.md ================================================ name: Cloaker type: aberration cr: 8 # Cloaker _Large aberration, chaotic neutral_ **Armor Class** 14 (natural armor) **Hit Points** 78 (12d10 + 12) **Speed** 10 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | **Skills** Stealth +5 **Senses** darkvision 60 ft., passive Perception 11 **Languages** Deep Speech, Undercommon **Challenge** 8 (3,900 XP) **Damage Transfer.** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. **False Appearance.** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. **Light Sensitivity.** While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The cloaker makes two attacks: one with its bite and one with its tail. **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. **Tail.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 7 (1d8 + 3) slashing damage. **Moan.** Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. **Phantasms (Recharges after a Short or Long Rest).** The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. ================================================ FILE: docs/gamemaster_rules/monsters/cloud_giant.md ================================================ name: Cloud Giant type: giant cr: 9 # Cloud Giant _Huge giant, neutral good (50%) or neutral evil (50%)_ **Armor Class** 14 (natural armor) **Hit Points** 200 (16d12 + 96) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) | **Saving Throws** Con +10, Wis +7, Cha +7 **Skills** Insight +7, Perception +7 **Senses** passive Perception 17 **Languages** Common, Giant **Challenge** 9 (5,000 XP) **Keen Smell.** The giant has advantage on Wisdom (Perception) checks that rely on smell. **Innate Spellcasting.** The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: **_detect magic_**, **_fog cloud_**, **_light_** 3/day each: **_feather fall_**, **_fly_**, **_misty step_**, **_telekinesis_** 1/day each: **_control weather_**, **_gaseous form_** ### Actions **Multiattack.** The giant makes two morningstar attacks. **Morningstar.** _Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 21 (3d8 + 8) piercing damage. **Rock.** _Ranged Weapon Attack:_ +12 to hit, range 60/240 ft., one target. _Hit:_ 30 (4d10 + 8) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/cockatrice.md ================================================ name: Cockatrice type: monstrosity cr: .5 # Cockatrice _Small monstrosity, unaligned_ **Armor Class** 11 **Hit Points** 27 (6d6 + 6) **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-2) | **Senses** darkvision 60 ft., passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. ================================================ FILE: docs/gamemaster_rules/monsters/commoner.md ================================================ name: Commoner type: humanoid (any race) cr: 0 # Commoner _Medium humanoid (any race), any alignment_ **Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 0 (10 XP) ### Actions **Club.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ### Description Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. ================================================ FILE: docs/gamemaster_rules/monsters/constrictor_snake.md ================================================ name: Constrictor Snake type: beast cr: .25 # Constrictor Snake _Large beast, unaligned_ **Armor Class** 12 **Hit Points** 13 (2d10 + 2) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 14 (+2) | 12 (+1) | 1 (−5) | 10 (+0) | 3 (−4) | **Senses** blindsight 10 ft., passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage. **Constrict.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. ================================================ FILE: docs/gamemaster_rules/monsters/copper_dragon_wyrmling.md ================================================ name: Copper Dragon Wyrmling type: dragon cr: 1 # Copper Dragon Wyrmling _Medium dragon, chaotic good_ **Armor Class** 16 (natural armor) **Hit Points** 22 (4d8 + 4) **Speed** 30 ft., climb 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | **Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 **Skills** Perception +4, Stealth +3 **Damage Immunities** acid **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 1 (200 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ================================================ FILE: docs/gamemaster_rules/monsters/couatl.md ================================================ name: Couatl type: celestial cr: 4 # Couatl _Medium celestial, lawful good_ **Armor Class** 19 (natural armor) **Hit Points** 97 (13d8 + 39) **Speed** 30 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | **Saving Throws** Con +5, Wis +7, Cha +6 **Damage Resistances** radiant **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks **Senses** truesight 120 ft., passive Perception 15 **Languages** all, telepathy 120 ft. **Challenge** 4 (1,100 XP) **Innate Spellcasting.** The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: **_detect evil and good_**, **_detect magic_**, **_detect thoughts_** 3/day each: **_bless_**, **_create food and water_**, **_cure wounds_**, **_lesser restoration_**, **_protection from poison_**, **_sanctuary_**, **_shield_** 1/day each: **_dream_**, **_greater restoration_**, **_scrying_** **Magic Weapons.** The couatl's weapon attacks are magical. **Shielded Mind.** The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. ### Actions **Bite.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. **Constrict.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one Medium or smaller creature. _Hit:_ 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. **Change Shape.** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. ================================================ FILE: docs/gamemaster_rules/monsters/crab.md ================================================ name: Crab type: beast cr: 0 # Crab _Tiny beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 2 (1d4) **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 2 (−4) | **Skills** Stealth +2 **Senses** blindsight 30 ft., passive Perception 9 **Languages** -- **Challenge** 0 (10 XP) **Amphibious.** The crab can breathe air and water. ### Actions **Claw.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/crocodile.md ================================================ name: Crocodile type: beast cr: .5 # Crocodile _Large beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 19 (3d10 + 3) **Speed** 20 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) | **Skills** Stealth +2 **Senses** passive Perception 10 **Languages** -- **Challenge** 1/2 (100 XP) **Hold Breath.** The crocodile can hold its breath for 15 minutes. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. ================================================ FILE: docs/gamemaster_rules/monsters/cult_fanatic.md ================================================ name: Cult Fanatic type: humanoid (any race) cr: 2 # Cult Fanatic _Medium humanoid (any race), any non-good alignment_ **Armor Class** 13 (leather armor) **Hit Points** 33 (6d8 + 6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | **Skills** Deception +4, Persuasion +4, Religion +2 **Senses** passive Perception 11 **Languages** any one language (usually Common) **Challenge** 2 (450 XP) **Dark Devotion.** The fanatic has advantage on saving throws against being charmed or frightened. **Spellcasting.** The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): **_light, sacred flame, thaumaturgy_** 1st level (4 slots): **_command, inflict wounds, shield of faith_** 2nd level (3 slots): **_hold person, spiritual weapon_** ### Actions **Multiattack.** The fanatic makes two melee attacks. **Dagger.** _Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage. ### Description Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. ================================================ FILE: docs/gamemaster_rules/monsters/cultist.md ================================================ name: Cultist type: humanoid (any race) cr: .125 # Cultist _Medium humanoid (any race), any non-good alignment_ **Armor Class** 12 (leather armor) **Hit Points** 9 (2d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Deception +2, Religion +2 **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 1/8 (25 XP) **Dark Devotion.** The cultist has advantage on saving throws against being charmed or frightened. ### Actions **Scimitar.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d6 + 1) slashing damage. ### Description Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. ================================================ FILE: docs/gamemaster_rules/monsters/darkmantle.md ================================================ name: Darkmantle type: monstrosity cr: .5 # Darkmantle _Small monstrosity, unaligned_ **Armor Class** 11 **Hit Points** 22 (5d6 + 5) **Speed** 10 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 0 (-3) | **Skills** Stealth +3 **Senses** blindsight 60 ft., passive Perception 10 **Languages** -- **Challenge** 1/2 (100 XP) **Echolocation.** The darkmantle can't use its blindsight while deafened. **False Appearance.** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. ### Actions **Crush.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. **Darkness Aura (1/Day).** A 15-‐foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. ================================================ FILE: docs/gamemaster_rules/monsters/death_dog.md ================================================ name: Death Dog type: monstrosity cr: 1 # Death Dog _Medium monstrosity, neutral evil_ **Armor Class** 12 **Hit Points** 39 (6d8 + 12) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 14 (+2) | 14 (+2) | 3 (−4) | 13 (+1) | 6 (−2) | **Skills** Perception +5, Stealth +4 **Senses** darkvision 120 ft., passive Perception 15 **Languages** -- **Challenge** 1 (200 XP) **Two-Headed.** The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ### Actions **Multiattack.** The dog makes two bite attacks. **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. ### Description A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. ================================================ FILE: docs/gamemaster_rules/monsters/deer.md ================================================ name: Deer type: beast cr: 0 # Deer _Medium beast, unaligned_ **Armor Class** 13 **Hit Points** 4 (1d8) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 16 (+3) | 11 (+0) | 2 (−4) | 14 (+2) | 5 (−3) | **Senses** passive Perception 12 **Languages** -- **Challenge** 0 (10 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/deva.md ================================================ name: Deva cr: 10 type: celestial # Deva _Medium celestial, lawful good_ **Armor Class** 17 (natural armor) **Hit Points** 136 (16d8 + 64) **Speed** 30 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | **Saving Throws** Wis +9, Cha +9 **Skills** Insight +9, Perception +9 **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, exhaustion, frightened **Senses** darkvision 120 ft., passive Perception 19 **Languages** all, telepathy 120 ft. **Challenge** 10 (5,900 XP) **Angelic Weapons.** The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). **Innate Spellcasting.** The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: **_detect evil and good_** 1/day each: **_commune_**, **_raise dead_** **Magic Resistance.** The deva has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The deva makes two melee attacks. **Mace.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. **Healing Touch (3/Day).** The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. **Change Shape.** The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. ================================================ FILE: docs/gamemaster_rules/monsters/dire_wolf.md ================================================ name: Dire Wolf type: beast cr: 1 # Dire Wolf _Large beast, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 37 (5d10 + 10) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 15 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3, Stealth +4 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) **Keen Hearing and Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics.** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ================================================ FILE: docs/gamemaster_rules/monsters/djinni.md ================================================ name: Djinni type: elemental cr: 11 # Djinni _Large elemental, chaotic good_ **Armor Class** 17 (natural armor) **Hit Points** 161 (14d10 + 84) **Speed** 30 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | **Saving Throws** Dex +6, Wis +7, Cha +9 **Damage Immunities** lightning, thunder **Senses** darkvision 120 ft., passive Perception 13 **Languages** Auran **Challenge** 11 (7,200 XP) **Elemental Demise.** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. **Innate Spellcasting.** The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: **_detect evil and good_**, **_detect magic_**, **_thunderwave_** 3/day each: **_create food and water_** (can create wine instead of water), **_tongues_**, **_wind walk_** 1/day each: **_conjure elemental_** (air elemental only), **_creation_**, **_gaseous form_**, **_invisibility_**, **_major image_**, **_plane shift_** ### Actions **Multiattack.** The djinni makes three scimitar attacks. **Scimitar.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). **Create Whirlwind.** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. ================================================ FILE: docs/gamemaster_rules/monsters/doppelganger.md ================================================ name: Doppelganger type: monstrosity cr: 3 # Doppelganger _Medium monstrosity (shapechanger), neutral_ **Armor Class** 14 **Hit Points** 52 (8d8 + 16) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +6, Insight +3 **Condition Immunities** charmed **Senses** darkvision 60 ft., passive Perception 11 **Languages** Common **Challenge** 3 (700 XP) **Shapechanger.** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Ambusher.** The doppelganger has advantage on attack rolls against any creature it has surprised. **Surprise Attack.** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. ### Actions **Multiattack.** The doppelganger makes two melee attacks. **Slam.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6 + 4) bludgeoning damage. **Read Thoughts.** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. ================================================ FILE: docs/gamemaster_rules/monsters/draft_horse.md ================================================ name: Draft Horse type: beast cr: .25 # Draft Horse _Large beast, unaligned_ **Armor Class** 10 **Hit Points** 19 (3d10 + 3) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/dragon_turtle.md ================================================ name: Dragon Turtle type: dragon cr: 17 # Dragon Turtle _Gargantuan dragon, neutral_ **Armor Class** 20 (natural armor) **Hit Points** 341 (22d20 + 110) **Speed** 20 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | **Saving Throws** Dex +6, Con +11, Wis +7 **Damage Resistances** fire **Senses** darkvision 120 ft., passive Perception 11 **Languages** Aquan, Draconic **Challenge** 17 (18,000 XP) **Amphibious.** The dragon turtle can breathe air and water. ### Actions **Multiattack.** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. **Bite.** _Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 26 (3d12 + 7) piercing damage. **Claw.** _Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 16 (2d8 + 7) slashing damage. **Tail.** _Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. **Steam Breath (Recharge 5–6).** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. ================================================ FILE: docs/gamemaster_rules/monsters/dretch.md ================================================ name: Dretch type: fiend (demon) cr: .25 # Dretch _Small fiend (demon), chaotic evil_ **Armor Class** 11 (natural armor) **Hit Points** 18 (4d6 + 4) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 11 (+0) | 11 (+0) | 12 (+1) | 5 (−3) | 8 (−1) | 3 (−4) | **Damage Resistances** cold, fire, lightning **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 9 **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) **Challenge** 1/4 (50 XP) ### Actions **Multiattack.** The dretch makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) piercing damage. **Claws.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 5 (2d4) slashing damage. **Fetid Cloud (1/Day).** A 10‐foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. ================================================ FILE: docs/gamemaster_rules/monsters/drider.md ================================================ name: Drider type: monstrosity cr: 6 # Drider _Large monstrosity, chaotic evil_ **Armor Class** 19 (natural armor) **Hit Points** 123 (13d10 + 52) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | **Skills** Perception +5, Stealth +9 **Senses** darkvision 120 ft., passive Perception 15 **Languages** Elvish, Undercommon **Challenge** 6 (2,300 XP) **Fey Ancestry.** The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. **Innate Spellcasting.** The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: **_dancing lights_** 1/day each: **_darkness_**, **_faerie fire_** **Spider Climb.** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **Web Walker.** The drider ignores movement restrictions caused by webbing. ### Actions **Multiattack.** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 2 (1d4) piercing damage plus 9 (2d8) poison damage. **Longsword.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. **Longbow.** _Ranged Weapon Attack:_ +6 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. ================================================ FILE: docs/gamemaster_rules/monsters/druid.md ================================================ name: Druid type: humanoid (any race) cr: 2 # Druid _Medium humanoid (any race), any alignment_ **Armor Class** 11 (16 with barkskin) **Hit Points** 27 (5d8 + 5) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | **Skills** Medicine +4, Nature +3, Perception +4 **Senses** passive Perception 14 **Languages** Druidic plus any two languages **Challenge** 2 (450 XP) ***Spellcasting.*** The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): **_druidcraft, produce flame, shillelagh_** 1st level (4 slots): **_entangle, longstrider, speak with animals, thunderwave_** 2nd level (3 slots): **_animal messenger, barkskin_** ### Actions **Quarterstaff.** _Melee Weapon Attack:_ +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. ### Description Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. ================================================ FILE: docs/gamemaster_rules/monsters/dryad.md ================================================ name: Dryad type: fey cr: 1 # Dryad _Medium fey, neutral_ **Armor Class** 11 (16 with barkskin) **Hit Points** 22 (5d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) | **Skills** Perception +4, Stealth +5 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Elvish, Sylvan **Challenge** 1 (200 XP) **Innate Spellcasting.** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: **_druidcraft_** 3/day each: **_entangle_**, **_goodberry_** 1/day each: **_barkskin_**, **_pass without trace_**, **_shillelagh_** **Magic Resistance.** The dryad has advantage on saving throws against spells and other magical effects. **Speak with Beasts and Plants.** The dryad can communicate with beasts and plants as if they shared a language. **Tree Stride.** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ### Actions **Club.** _Melee Weapon Attack:_ +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. **Fey Charm.** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time. ================================================ FILE: docs/gamemaster_rules/monsters/duergar.md ================================================ name: Duergar type: humanoid (dwarf) cr: 1 # Duergar _Medium humanoid (dwarf), lawful evil_ **Armor Class** 16 (scale mail, shield) **Hit Points** 26 (4d8 + 8) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (−1) | **Damage Resistances** poison **Senses** darkvision 120 ft., passive Perception 10 **Languages** Dwarvish, Undercommon **Challenge** 1 (200 XP) **Duergar Resilience.** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. **Sunlight Sensitivity.** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions **Enlarge (Recharges after a Short or Long Rest).** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. **War Pick.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. **Javelin.** _Melee or _Ranged Weapon Attack:__ +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. **Invisibility (Recharges after a Short or Long Rest).** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ================================================ FILE: docs/gamemaster_rules/monsters/dust_mephit.md ================================================ name: Dust Mephit type: elemental cr: .5 # Dust Mephit _Small elemental, neutral evil_ **Armor Class** 12 **Hit Points** 17 (5d6) **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 5 (−3) | 14 (+2) | 10 (+0) | 9 (−1) | 11 (+0) | 10 (+0) | **Skills** Perception +2, Stealth +4 **Damage Vulnerabilities.** fire **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 12 **Languages** Auran, Terran **Challenge** 1/2 (100 XP) **Death Burst.** When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. **Innate Spellcasting (1/Day).** The mephit can innately cast **_sleep_**, requiring no material components. Its innate spellcasting ability is Charisma. ### Actions **Claws.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) slashing damage. **Blinding Breath (Recharge 6).** The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/eagle.md ================================================ name: Eagle type: beast cr: 0 # Eagle _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 15 (+2) | 10 (+0) | 2 (−4) | 14 (+2) | 7 (−2) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 0 (10 XP) **Keen Sight.** The eagle has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Talons.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/earth_elemental.md ================================================ name: Earth Elemental type: elemental cr: 5 # Earth Elemental _Large elemental, neutral_ **Armor Class** 17 (natural armor) **Hit Points** 126 (12d10 + 60) **Speed** 30 ft., burrow 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 8 (−1) | 20 (+5) | 5 (−3) | 10 (+0) | 5 (−3) | **Damage Vulnerabilities** thunder **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 **Languages** Terran **Challenge** 5 (1,800 XP) **Earth Glide.** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. **Siege Monster.** The elemental deals double damage to objects and structures. ### Actions **Multiattack.** The elemental makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8 + 5) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/efreeti.md ================================================ name: Efreeti type: elemental cr: 11 # Efreeti _Large elemental, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 200 (16d10 + 112) **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | **Saving Throws** Int +7, Wis +6, Cha +7 **Damage Immunities** fire **Senses** darkvision 120 ft., passive Perception 12 **Languages** Ignan **Challenge** 11 (7,200 XP) **Elemental Demise.** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. **Innate Spellcasting.** The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: **_detect magic_** 3/day: **_enlarge/reduce_**, **_tongues_** 1/day each: **_conjure elemental_** (fire elemental only), **_gaseous form_**, **_invisibility_**, **_major image_**, **_plane shift_**, **_wall of fire_** ### Actions **Multiattack.** The efreeti makes two scimitar attacks or uses its Hurl Flame twice. **Scimitar.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. **Hurl Flame.** Ranged Spell Attack: +7 to hit, range 120 ft., one target. _Hit:_ 17 (5d6) fire damage. ================================================ FILE: docs/gamemaster_rules/monsters/elephant.md ================================================ name: Elephant type: beast cr: 4 # Elephant _Huge beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 76 (8d12 + 24) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 9 (−1) | 17 (+3) | 3 (−4) | 11 (+0) | 6 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 4 (1,100 XP) **Trampling Charge.** If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. ### Actions **Gore.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8 + 6) piercing damage. **Stomp.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one prone creature. _Hit:_ 22 (3d10 + 6) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/elf_drow.md ================================================ name: Elf, Drow type: humanoid (elf) cr: .25 # Elf, Drow _Medium humanoid (elf), neutral evil_ **Armor Class** 15 (chain shirt) **Hit Points** 13 (3d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | **Skills** Perception +2, Stealth +4 **Senses** darkvision 120 ft., passive Perception 12 **Languages** Elvish, Undercommon **Challenge** 1/4 (50 XP) **Fey Ancestry.** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. **Innate Spellcasting.** The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: **_dancing lights_** 1/day each: **_darkness_**, **_faerie fire_** **Sunlight Sensitivity.** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions **Shortsword.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Hand Crossbow.** _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. ================================================ FILE: docs/gamemaster_rules/monsters/elk.md ================================================ name: Elk type: beast cr: .25 # Elk _Large beast, unaligned_ **Armor Class** 10 **Hit Points** 13 (2d10 + 2) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 10 (+0) | 6 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) **Charge.** If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ### Actions **Ram.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage. **Hooves.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one prone creature. _Hit:_ 8 (2d4 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/erinyes.md ================================================ name: Erinyes type: fiend (devil) cr: 12 # Erinyes _Medium fiend (devil), lawful evil_ **Armor Class** 18 (plate) **Hit Points** 153 (18d8 + 72) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 12 **Languages** Infernal, telepathy 120 ft. **Challenge** 12 (8,400 XP) **Hellish Weapons.** The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). **Magic Resistance.** The erinyes has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The erinyes makes three attacks. **Longsword.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. **Longbow.** _Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. ### Reactions **Parry.** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. ================================================ FILE: docs/gamemaster_rules/monsters/ettercap.md ================================================ name: Ettercap type: monstrosity cr: 2 # Ettercap _Medium monstrosity, neutral evil_ **Armor Class** 13 (natural armor) **Hit Points** 44 (8d8 + 8) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 15 (+2) | 13 (+1) | 7 (−2) | 12 (+1) | 8 (−1) | **Skills** Perception +3, Stealth +4, Survival +3 **Senses** darkvision 60 ft., passive Perception 13 **Languages** -- **Challenge** 2 (450 XP) **Spider Climb.** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Web Sense.** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. **Web Walker.** The ettercap ignores movement restrictions caused by webbing. ### Actions **Multiattack.** The ettercap makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Claws.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage. **Web (Recharge 5–6).** _Ranged Weapon Attack:_ +4 to hit, range 30/60 ft., one Large or smaller creature. _Hit:_ The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. ================================================ FILE: docs/gamemaster_rules/monsters/ettin.md ================================================ name: Ettin type: giant cr: 4 # Ettin _Large giant, chaotic evil_ **Armor Class** 12 (natural armor) **Hit Points** 85 (10d10 + 30) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 8 (−1) | 17 (+3) | 6 (−2) | 10 (+0) | 8 (−1) | **Skills** Perception +4 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Giant, Orc **Challenge** 4 (1,100 XP) **Two Heads.** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. **Wakeful.** When one of the ettin's heads is asleep, its other head is awake. ### Actions **Multiattack.** The ettin makes two attacks: one with its battleaxe and one with its morningstar. **Battleaxe.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) slashing damage. **Morningstar.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/fire_elemental.md ================================================ name: Fire Elemental type: elemental cr: 5 # Fire Elemental _Large elemental, neutral_ **Armor Class** 13 **Hit Points** 102 (12d10 + 36) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** fire, poison **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious **Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan **Challenge** 5 (1,800 XP) **Fire Form.** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. **Illumination.** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. **Water Susceptibility.** For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ### Actions **Multiattack.** The elemental makes two touch attacks. **Touch.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ================================================ FILE: docs/gamemaster_rules/monsters/fire_giant.md ================================================ name: Fire Giant type: giant cr: 9 # Fire Giant _Huge giant, lawful evil_ **Armor Class** 18 (plate) **Hit Points** 162 (13d12 + 78) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 25 (+7) | 9 (−1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) | **Saving Throws** Dex +3, Con +10, Cha +5 **Skills** Athletics +11, Perception +6 **Damage Immunities** fire **Senses** passive Perception 16 **Languages** Giant **Challenge** 9 (5,000 XP) ### Actions **Multiattack.** The giant makes two greatsword attacks. **Greatsword.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 28 (6d6 + 7) slashing damage. **Rock.** _Ranged Weapon Attack:_ +11 to hit, range 60/240 ft., one target. _Hit:_ 29 (4d10 + 7) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/flesh_golem.md ================================================ name: Flesh Golem type: construct cr: 5 # Flesh Golem _Medium construct, neutral_ **Armor Class** 9 **Hit Points** 93 (11d8 + 44) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 9 (−1) | 18 (+4) | 6 (−2) | 10 (+0) | 5 (−3) | **Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** understands the languages of its creator but can't speak **Challenge** 5 (1,800 XP) **Berserk.** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. **Aversion of Fire.** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. **Immutable Form.** The golem is immune to any spell or effect that would alter its form. **Lightning Absorption.** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. **Magic Resistance.** The golem has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The golem's weapon attacks are magical. ### Actions **Multiattack.** The golem makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/flying_snake.md ================================================ name: Flying Snake type: beast cr: .125 # Flying Snake _Tiny beast, unaligned_ **Armor Class** 14 **Hit Points** 5 (2d4) **Speed** 30 ft., fly 60 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 4 (−3) | 18 (+4) | 11 (+0) | 2 (−4) | 12 (+1) | 5 (−3) | **Senses** blindsight 10 ft., passive Perception 11 **Languages** -- **Challenge** 1/8 (25 XP) **Flyby.** The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage plus 7 (3d4) poison damage. ### Description A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. ================================================ FILE: docs/gamemaster_rules/monsters/flying_sword.md ================================================ name: Flying Sword type: construct cr: .25 # Flying Sword _Small construct, unaligned_ **Armor Class** 17 (natural armor) **Hit Points** 17 (5d6) **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | **Saving Throws** Dex +4 **Damage Immunities** poison, psychic **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 **Languages** -- **Challenge** 1/4 (50 XP) **Antimagic Susceptibility.** The sword is incapacitated while in the area of an antimagic field. If targeted by **_dispel magic_**, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **False Appearance.** While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. ### Actions **Longsword.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8 + 1) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/frog.md ================================================ name: Frog type: beast cr: 0 # Frog _Tiny beast, unaligned_ **Armor Class** 11 **Hit Points** 1 (1d4 − 1) **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 1 (−5) | 13 (+1) | 8 (−1) | 1 (−5) | 8 (−1) | 3 (−4) | **Skills** Perception +1, Stealth +3 **Senses** darkvision 30 ft., passive Perception 11 **Languages** -- **Challenge** 0 (0 XP) **Amphibious.** The frog can breathe air and water. **Standing Leap.** The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad. ================================================ FILE: docs/gamemaster_rules/monsters/frost_giant.md ================================================ name: Frost Giant type: giant cr: 8 # Frost Giant _Huge giant, neutral evil_ **Armor Class** 15 (patchwork armor) **Hit Points** 138 (12d12 + 60) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 9 (−1) | 21 (+5) | 9 (−1) | 10 (+0) | 12 (+1) | **Saving Throws** Con +8, Wis +3, Cha +4 **Skills** Athletics +9, Perception +3 **Damage Immunities** cold **Senses** passive Perception 13 **Languages** Giant **Challenge** 8 (3,900 XP) ### Actions **Multiattack.** The giant makes two greataxe attacks. **Greataxe.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 25 (3d12 + 6) slashing damage. **Rock.** _Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10 + 6) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/gargoyle.md ================================================ name: Gargoyle type: elemental cr: 2 # Gargoyle _Medium elemental, chaotic evil_ **Armor Class** 15 (natural armor) **Hit Points** 52 (7d8 + 21) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 11 (+0) | 16 (+3) | 6 (−2) | 11 (+0) | 7 (−2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Damage Immunities** poison **Condition Immunities** exhaustion, petrified, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** Terran **Challenge** 2 (450 XP) **False Appearance.** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. ### Actions **Multiattack.** The gargoyle makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Claws.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/gelatinous_cube.md ================================================ name: Gelatinous Cube type: ooze cr: 2 # Gelatinous Cube _Large ooze, unaligned_ **Armor Class** 6 **Hit Points** 84 (8d10 + 40) **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 3 (−4) | 20 (+5) | 1 (−5) | 6 (−2) | 1 (−5) | **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** -- **Challenge** 2 (450 XP) **Ooze Cube.** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. **Transparent.** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. ### Actions **Pseudopod.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) acid damage. **Engulf.** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. ================================================ FILE: docs/gamemaster_rules/monsters/ghast.md ================================================ name: Ghast type: undead cr: 2 # Ghast _Medium undead, chaotic evil_ **Armor Class** 13 **Hit Points** 36 (8d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (−1) | **Damage Resistances** necrotic **Damage Immunities** poison **Condition Immunities** charmed, exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** Common **Challenge** 2 (450 XP) **Stench.** Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. **Turning Defiance.** The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 12 (2d8 + 3) piercing damage. **Claws.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/ghost.md ================================================ name: Ghost type: undead cr: 4 # Ghost _Medium undead, any alignment_ **Armor Class** 11 **Hit Points** 45 (10d8) **Speed** 0 ft., fly 40 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** cold, necrotic, poison **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained **Senses** darkvision 60 ft., passive Perception 11 **Languages** any languages it knew in life **Challenge** 4 (1,100 XP) **Ethereal Sight.** The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. **Incorporeal Movement.** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ### Actions **Withering Touch.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 17 (4d6 + 3) necrotic damage. **Etherealness.** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. **Horrifying Visage.** Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. **Possession (Recharge 6).** One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. ================================================ FILE: docs/gamemaster_rules/monsters/ghoul.md ================================================ name: Ghoul type: undead cr: 1 # Ghoul _Medium undead, chaotic evil_ **Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 15 (+2) | 10 (+0) | 7 (−2) | 10 (+0) | 6 (−2) | **Damage Immunities** poison **Condition Immunities** charmed, exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** Common **Challenge** 1 (200 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d6 + 2) piercing damage. **Claws.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/giant_ape.md ================================================ name: Giant Ape type: beast cr: 7 # Giant Ape _Huge beast, unaligned_ **Armor Class** 12 **Hit Points** 157 (15d12 + 60) **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 14 (+2) | 18 (+4) | 7 (−2) | 12 (+1) | 7 (−2) | **Skills** Athletics +9, Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 7 (2,900 XP) ### Actions **Multiattack.** The ape makes two fist attacks. **Fist.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10 + 6) bludgeoning damage. **Rock.** _Ranged Weapon Attack:_ +9 to hit, range 50/100 ft., one target. _Hit:_ 30 (7d6 + 6) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_badger.md ================================================ name: Giant Badger type: beast cr: .25 # Giant Badger _Medium beast, unaligned_ **Armor Class** 10 **Hit Points** 13 (2d8 + 4) **Speed** 30 ft., burrow 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 10 (+0) | 15 (+2) | 2 (−4) | 12 (+1) | 5 (−3) | **Senses** darkvision 30 ft., passive Perception 11 **Languages** -- **Challenge** 1/4 (50 XP) **Keen Smell.** The badger has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack.** The badger makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage. **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 6 (2d4 + 1) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_bat.md ================================================ name: Giant Bat type: beast cr: .25 # Giant Bat _Large beast, unaligned_ **Armor Class** 13 **Hit Points** 22 (4d10) **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 16 (+3) | 11 (+0) | 2 (−4) | 12 (+1) | 6 (−2) | **Senses** blindsight 60 ft., passive Perception 11 **Languages** -- **Challenge** 1/4 (50 XP) **Echolocation.** The bat can't use its blindsight while deafened. **Keen Hearing.** The bat has advantage on Wisdom (Perception) checks that rely on hearing. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_boar.md ================================================ name: Giant Boar type: beast cr: 2 # Giant Boar _Large beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 42 (5d10 + 15) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 10 (+0) | 16 (+3) | 2 (−4) | 7 (−2) | 5 (−3) | **Senses** passive Perception 8 **Languages** -- **Challenge** 2 (450 XP) **Charge.** If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **Relentless (Recharges after a Short or Long Rest).** If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ### Actions **Tusk.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_centipede.md ================================================ name: Giant Centipede type: beast cr: .25 # Giant Centipede _Small beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 4 (1d6 + 1) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 5 (−3) | 14 (+2) | 12 (+1) | 1 (−5) | 7 (−2) | 3 (−4) | **Senses** blindsight 30 ft., passive Perception 8 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ================================================ FILE: docs/gamemaster_rules/monsters/giant_constrictor_snake.md ================================================ name: Giant Constrictor Snake type: beast cr: 2 # Giant Constrictor Snake _Huge beast, unaligned_ **Armor Class** 12 **Hit Points** 60 (8d12 + 8) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 14 (+2) | 12 (+1) | 1 (−5) | 10 (+0) | 3 (−4) | **Skills** Perception +2 **Senses** blindsight 10 ft., passive Perception 12 **Languages** -- **Challenge** 2 (450 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 11 (2d6 + 4) piercing damage. **Constrict.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. ================================================ FILE: docs/gamemaster_rules/monsters/giant_crab.md ================================================ name: Giant Crab type: beast cr: .125 # Giant Crab _Medium beast, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 13 (3d8) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 15 (+2) | 11 (+0) | 1 (−5) | 9 (−1) | 3 (−4) | **Skills** Stealth +4 **Senses** blindsight 30 ft., passive Perception 9 **Languages** -- **Challenge** 1/8 (25 XP) **Amphibious.** The crab can breathe air and water. ### Actions **Claw.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. ================================================ FILE: docs/gamemaster_rules/monsters/giant_crocodile.md ================================================ name: Giant Crocodile type: beast cr: 5 # Giant Crocodile _Huge beast, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 85 (9d12 + 27) **Speed** 30 ft., swim 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 9 (−1) | 17 (+3) | 2 (−4) | 10 (+0) | 7 (−2) | **Skills** Stealth +5 **Senses** passive Perception 10 **Languages** -- **Challenge** 5 (1,800 XP) **Hold Breath.** The crocodile can hold its breath for 30 minutes. ### Actions **Multiattack.** The crocodile makes two attacks: one with its bite and one with its tail. **Bite.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. **Tail.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target not grappled by the crocodile. _Hit:_ 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. ================================================ FILE: docs/gamemaster_rules/monsters/giant_eagle.md ================================================ name: Giant Eagle type: beast cr: 1 # Giant Eagle _Large beast, neutral good_ **Armor Class** 13 **Hit Points** 26 (4d10 + 4) **Speed** 10 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 17 (+3) | 13 (+1) | 8 (−1) | 14 (+2) | 10 (+0) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** Giant Eagle, understands Common and Auran but can't speak them **Challenge** 1 (200 XP) **Keen Sight.** The eagle has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The eagle makes two attacks: one with its beak and one with its talons. **Beak.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. Talons. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. ### Description A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). ================================================ FILE: docs/gamemaster_rules/monsters/giant_elk.md ================================================ name: Giant Elk type: beast cr: 2 # Giant Elk _Huge beast, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 42 (5d12 + 10) **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 16 (+3) | 14 (+2) | 7 (−2) | 14 (+2) | 10 (+0) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them **Challenge** 2 (450 XP) **Charge.** If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. ### Actions **Ram.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one prone creature. _Hit:_ 22 (4d8 + 4) bludgeoning damage. ### Description The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. ================================================ FILE: docs/gamemaster_rules/monsters/giant_fire_beetle.md ================================================ name: Giant Fire Beetle type: beast cr: 0 # Giant Fire Beetle _Small beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 4 (1d6 + 1) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 10 (+0) | 12 (+1) | 1 (−5) | 7 (−2) | 3 (−4) | **Senses** blindsight 30 ft., passive Perception 8 **Languages** -- **Challenge** 0 (10 XP) **Illumination.** The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ### Actions **Bite.** _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 2 (1d6 − 1) slashing damage. ### Description A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. ================================================ FILE: docs/gamemaster_rules/monsters/giant_frog.md ================================================ name: Giant Frog type: beast cr: .25 # Giant Frog _Medium beast, unaligned_ **Armor Class** 11 **Hit Points** 18 (4d8) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 13 (+1) | 11 (+0) | 2 (−4) | 10 (+0) | 3 (−4) | **Skills** Perception +2, Stealth +3 **Senses** darkvision 30 ft., passive Perception 12 **Languages** -- **Challenge** 1/4 (50 XP) **Amphibious.** The frog can breathe air and water. **Standing Leap.** The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. **Swallow.** The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. ================================================ FILE: docs/gamemaster_rules/monsters/giant_goat.md ================================================ name: Giant Goat type: beast cr: .5 # Giant Goat _Large beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 19 (3d10 + 3) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 11 (+0) | 12 (+1) | 3 (−4) | 12 (+1) | 6 (−2) | **Senses** passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) **Charge.** If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **Sure-Footed.** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ### Actions **Ram.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_hyena.md ================================================ name: Giant Hyena type: beast cr: 1 # Giant Hyena _Large beast, unaligned_ **Armor Class** 12 **Hit Points** 45 (6d10 + 12) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 14 (+2) | 14 (+2) | 2 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) **Rampage.** When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_lizard.md ================================================ name: Giant Lizard type: beast cr: .25 # Giant Lizard _Large beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 19 (3d10 + 3) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 12 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) | **Senses** darkvision 30 ft., passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ### Description A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. ================================================ FILE: docs/gamemaster_rules/monsters/giant_octopus.md ================================================ name: Giant Octopus type: beast cr: 1 # Giant Octopus _Large beast, unaligned_ **Armor Class** 11 **Hit Points** 52 (8d10 + 8) **Speed** 10 ft., swim 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 13 (+1) | 13 (+1) | 4 (−3) | 10 (+0) | 4 (−3) | **Skills** Perception +4, Stealth +5 **Senses** darkvision 60 ft., passive Perception 14 **Languages** -- **Challenge** 1 (200 XP) **Hold Breath.** While out of water, the octopus can hold its breath for 1 hour. **Underwater Camouflage.** The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. ### Actions **Tentacles.** _Melee Weapon Attack:_ +5 to hit, reach 15 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. **Ink Cloud (Recharges after a Short or Long Rest).** A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. ================================================ FILE: docs/gamemaster_rules/monsters/giant_owl.md ================================================ name: Giant Owl type: beast cr: .25 # Giant Owl _Large beast, neutral_ **Armor Class** 12 **Hit Points** 19 (3d10 + 3) **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 15 (+2) | 12 (+1) | 8 (−1) | 13 (+1) | 10 (+0) | **Skills** Perception +5, Stealth +4 **Senses** darkvision 120 ft., passive Perception 15 **Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them **Challenge** 1/4 (50 XP) **Flyby.** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. **Keen Hearing and Sight.** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. ### Actions **Talons.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 8 (2d6 + 1) slashing damage. ### Description Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. ================================================ FILE: docs/gamemaster_rules/monsters/giant_poisonous_snake.md ================================================ name: Giant Poisonous Snake type: beast cr: .25 # Giant Poisonous Snake _Medium beast, unaligned_ **Armor Class** 14 **Hit Points** 11 (2d8 + 2) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 18 (+4) | 13 (+1) | 2 (−4) | 10 (+0) | 3 (−4) | **Skills** Perception +2 **Senses** blindsight 10 ft., passive Perception 12 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/giant_rat.md ================================================ name: Giant Rat type: beast cr: .125 # Giant Rat _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 15 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) | **Senses** darkvision 60 ft., passive Perception 10 **Languages** -- **Challenge** 1/8 (25 XP) **Keen Smell.** The rat has advantage on Wisdom (Perception) checks that rely on smell. **Pack Tactics.** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. ### Variant: Diseased Giant Rats Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. ================================================ FILE: docs/gamemaster_rules/monsters/giant_scorpion.md ================================================ name: Giant Scorpion type: beast cr: 3 # Giant Scorpion _Large beast, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 52 (7d10 + 14) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 13 (+1) | 15 (+2) | 1 (−5) | 9 (−1) | 3 (−4) | **Senses** blindsight 60 ft., passive Perception 9 **Languages** -- **Challenge** 3 (700 XP) ### Actions **Multiattack.** The scorpion makes three attacks: two with its claws and one with its sting. **Claw.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. **Sting.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/giant_sea_horse.md ================================================ name: Giant Sea Horse type: beast cr: .5 # Giant Sea Horse _Large beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 16 (3d10) **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 15 (+2) | 11 (+0) | 2 (−4) | 12 (+1) | 5 (−3) | **Senses** passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) **Charge.** If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. **Water Breathing.** The sea horse can breathe only underwater. ### Actions **Ram.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage. ### Description Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. ================================================ FILE: docs/gamemaster_rules/monsters/giant_shark.md ================================================ name: Giant Shark type: beast cr: 5 # Giant Shark _Huge beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 126 (11d12 + 55) **Speed** 0 ft., swim 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 11 (+0) | 21 (+5) | 1 (−5) | 10 (+0) | 5 (−3) | **Skills** Perception +3 **Senses** blindsight 60 ft., passive Perception 13 **Languages** -- **Challenge** 5 (1,800 XP) **Blood Frenzy.** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. **Water Breathing.** The shark can breathe only underwater. ### Actions **Bite.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 22 (3d10 + 6) piercing damage. ### Description A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. ================================================ FILE: docs/gamemaster_rules/monsters/giant_spider.md ================================================ name: Giant Spider type: beast cr: 1 # Giant Spider _Large beast, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 26 (4d10 + 4) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) | **Skills** Stealth +7 **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 **Languages** -- **Challenge** 1 (200 XP) **Spider Climb.** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Web Sense.** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **Web Walker.** The spider ignores movement restrictions caused by webbing. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. **Web (Recharge 5–6).** _Ranged Weapon Attack:_ +5 to hit, range 30/60 ft., one creature. _Hit:_ The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ### Description To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. ================================================ FILE: docs/gamemaster_rules/monsters/giant_toad.md ================================================ name: Giant Toad type: beast cr: 1 # Giant Toad _Large beast, unaligned_ **Armor Class** 11 **Hit Points** 39 (6d10 + 6) **Speed** 20 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 13 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 3 (−4) | **Senses** darkvision 30 ft., passive Perception 10 **Languages** -- **Challenge** 1 (200 XP) **Amphibious.** The toad can breathe air and water. **Standing Leap.** The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. **Swallow.** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. ================================================ FILE: docs/gamemaster_rules/monsters/giant_vulture.md ================================================ name: Giant Vulture type: beast cr: 1 # Giant Vulture _Large beast, neutral evil_ **Armor Class** 10 **Hit Points** 22 (3d10 + 6) **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 15 (+2) | 6 (−2) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** understands Common but can't speak **Challenge** 1 (200 XP) **Keen Sight and Smell.** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. **Pack Tactics.** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Multiattack.** The vulture makes two attacks: one with its beak and one with its talons. **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) piercing damage. **Talons.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) slashing damage. ### Description A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. ================================================ FILE: docs/gamemaster_rules/monsters/giant_wasp.md ================================================ name: Giant Wasp type: beast cr: .5 # Giant Wasp _Medium beast, unaligned_ **Armor Class** 12 **Hit Points** 13 (3d8) **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 14 (+2) | 10 (+0) | 1 (−5) | 10 (+0) | 3 (−4) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/2 (100 XP) ### Actions **Sting.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ================================================ FILE: docs/gamemaster_rules/monsters/giant_weasel.md ================================================ name: Giant Weasel type: beast cr: .125 # Giant Weasel _Medium beast, unaligned_ **Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 16 (+3) | 10 (+0) | 4 (−3) | 12 (+1) | 5 (−3) | **Skills** Perception +3, Stealth +5 **Senses** darkvision 60 ft., passive Perception 13 **Languages** -- **Challenge** 1/8 (25 XP) **Keen Hearing and Smell.** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/giant_wolf_spider.md ================================================ name: Giant Wolf Spider type: beast cr: .25 # Giant Wolf Spider _Medium beast, unaligned_ **Armor Class** 13 **Hit Points** 11 (2d8 + 2) **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 16 (+3) | 13 (+1) | 3 (−4) | 12 (+1) | 4 (−3) | **Skills** Perception +3, Stealth +7 **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 **Languages** -- **Challenge** 1/4 (50 XP) **Spider Climb.** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Web Sense.** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **Web Walker.** The spider ignores movement restrictions caused by webbing. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ### Description Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. ================================================ FILE: docs/gamemaster_rules/monsters/gibbering_mouther.md ================================================ name: Gibbering Mouther type: aberration cr: 2 # Gibbering Mouther _Medium aberration, neutral_ **Armor Class** 9 **Hit Points** 67 (9d8 + 27) **Speed** 10 ft., swim 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 8 (−1) | 16 (+3) | 3 (−4) | 10 (+0) | 6 (−2) | **Condition Immunities** prone **Senses** darkvision 60 ft., passive Perception 10 **Languages** -- **Challenge** 2 (450 XP) **Aberrant Ground.** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. **Gibbering.** The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ### Actions **Multiattack.** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. **Blinding Spittle (Recharge 5–6).** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. ================================================ FILE: docs/gamemaster_rules/monsters/glabrezu.md ================================================ name: Glabrezu type: fiend (demon) cr: 9 # Glabrezu _Large fiend (demon), chaotic evil_ **Armor Class** 17 (natural armor) **Hit Points** 157 (15d10 + 75) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | **Saving Throws** Str +9, Con +9, Wis +7, Cha +7 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 13 **Languages** Abyssal, telepathy 120 ft. **Challenge** 9 (5,000 XP) **Innate Spellcasting.** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: **_darkness_**, **_detect magic_**, **_dispel magic_** 1/day each: **_confusion_**, **_fly_**, **_power word stun_** **Magic Resistance.** The glabrezu has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. **Pincer.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. **Fist.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/gladiator.md ================================================ name: Gladiator type: humanoid (any race) cr: 5 # Gladiator _Medium humanoid (any race), any alignment_ **Armor Class** 16 (studded leather, shield) **Hit Points** 112 (15d8 + 45) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | **Saving Throws** Str +7, Dex +5, Con +6 **Skills** Athletics +10, Intimidation +5 **Senses** passive Perception 11 **Languages** any one language (usually Common) **Challenge** 5 (1,800 XP) **Brave.** The gladiator has advantage on saving throws against being frightened. **Brute.** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). ### Actions **Multiattack.** The gladiator makes three melee attacks or two ranged attacks. **Spear.** _Melee or _Ranged Weapon Attack:__ +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. **Shield Bash.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ### Reactions **Parry.** The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. ### Description Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. ================================================ FILE: docs/gamemaster_rules/monsters/gnoll.md ================================================ name: Gnoll type: humanoid (gnoll) cr: .5 # Gnoll _Medium humanoid (gnoll), chaotic evil_ **Armor Class** 15 (hide armor, shield) **Hit Points** 22 (5d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 12 (+1) | 11 (+0) | 6 (−2) | 10 (+0) | 7 (−2) | **Senses** darkvision 60 ft., passive Perception 10 **Languages** Gnoll **Challenge** 1/2 (100 XP) **Rampage.** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage. **Spear.** _Melee_ or _Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. **Longbow.** _Ranged Weapon Attack:_ +3 to hit, range 150/600 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/gnome_deep_svirfneblin.md ================================================ name: Gnome, Deep (Svirfneblin) type: humanoid (gnome) cr: .5 # Gnome, Deep (Svirfneblin) _Small humanoid (gnome), neutral good_ **Armor Class** 15 (chain shirt) **Hit Points** 16 (3d6 + 6) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (−1) | **Skills** Investigation +3, Perception +2, Stealth +4 **Senses** darkvision 120 ft., passive Perception 12 **Languages** Gnomish, Terran, Undercommon **Challenge** 1/2 (100 XP) **Stone Camouflage.** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. **Gnome Cunning.** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. **Innate Spellcasting.** The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: **_nondetection_** (self only) 1/day each: **_blindness/deafness_**, **_blur_**, **_disguise self_** ### Actions **War Pick.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. **Poisoned Dart.** _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/goat.md ================================================ name: Goat type: beast cr: 0 # Goat _Medium beast, unaligned_ **Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 10 (+0) | 11 (+0) | 2 (−4) | 10 (+0) | 5 (−3) | **Senses** passive Perception 10 **Languages** -- **Challenge** 0 (10 XP) **Charge.** If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. **Sure-Footed.** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ### Actions **Ram.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/goblin.md ================================================ name: Goblin type: humanoid (goblinoid) cr: .25 # Goblin _Small humanoid (goblinoid), neutral evil_ **Armor Class** 15 (leather armor, shield) **Hit Points** 7 (2d6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (−1) | 8 (−1) | **Skills** Stealth +6 **Senses** darkvision 60 ft., passive Perception 9 **Languages** Common, Goblin **Challenge** 1/4 (50 XP) **Nimble Escape.** The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ### Actions **Scimitar.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) slashing damage. **Shortbow.** _Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/gold_dragon_wyrmling.md ================================================ name: Gold Dragon Wyrmling type: dragon cr: 3 # Gold Dragon Wyrmling _Medium dragon, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 60 (8d8 + 24) **Speed** 30 ft., fly 60 ft., swim 30ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | **Saving Throws** Dex +4, Con +5, Wis +2, Cha +5 **Skills** Perception +4, Stealth +4 **Damage Immunities** fire **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 3 (700 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10 + 4) piercing damage. **Breath Weapons (Rechange 5-6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. **Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/gorgon.md ================================================ name: Gorgon type: monstrosity cr: 5 # Gorgon _Large monstrosity, unaligned_ **Armor Class** 19 (natural armor) **Hit Points** 114 (12d10 + 48) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 11 (+0) | 18 (+4) | 2 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +4 **Condition Immunities** petrified **Senses** darkvision 60 ft., passive Perception 14 **Languages** -- **Challenge** 5 (1,800 XP) **Trampling Charge.** If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. ### Actions **Gore.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (2d12 + 5) piercing damage. Hooves. _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10 + 5) bludgeoning damage. **Petrifying Breath (Recharge 5–6).** The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. ================================================ FILE: docs/gamemaster_rules/monsters/gray_ooze.md ================================================ name: Gray Ooze type: ooze cr: .5 # Gray Ooze _Medium ooze, unaligned_ **Armor Class** 8 **Hit Points** 22 (3d8 + 9) **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 6 (−2) | 16 (+3) | 1 (−5) | 6 (−2) | 2 (−4) | **Skills** Stealth +2 **Damage Resistances** acid, cold, fire **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** -- **Challenge** 1/2 (100 XP) **Amorphous.** The ooze can move through a space as narrow as 1 inch wide without squeezing. **Corrode Metal.** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. **False Appearance.** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. ### Actions **Pseudopod.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. ================================================ FILE: docs/gamemaster_rules/monsters/green_dragon_wyrmling.md ================================================ name: Green Dragon Wyrmling type: dragon cr: 2 # Green Dragon Wyrmling _Medium dragon, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 38 (7d8 + 7) **Speed** 30 ft., fly 60 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | **Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 **Skills** Perception +4, Stealth +3 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 2 (450 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. **Poison Breath (Recharge 5–6).** The dragon exhales poisonous gas in a 15‐foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/green_hag.md ================================================ name: Green Hag type: fey cr: 3 # Green Hag _Medium fey, neutral evil_ **Armor Class** 17 (natural armor) **Hit Points** 82 (11d8 + 33) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) | **Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Common, Draconic, Sylvan **Challenge** 3 (700 XP) **Amphibious.** The hag can breathe air and water. **Innate Spellcasting.** The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: **_dancing lights_**, **_minor illusion_**, **_vicious mockery_** **Mimicry.** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ### Actions **Claws.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. **Illusory Appearance.** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. **Invisible Passage.** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. ================================================ FILE: docs/gamemaster_rules/monsters/grick.md ================================================ name: Grick type: monstrosity cr: 2 # Grick _Medium monstrosity, neutral_ **Armor Class** 14 (natural armor) **Hit Points** 27 (6d8) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 14 (+2) | 11 (+0) | 3 (−4) | 14 (+2) | 5 (−3) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Senses** darkvision 60 ft., passive Perception 12 **Languages** -- **Challenge** 2 (450 XP) **Stone Camouflage.** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ### Actions **Multiattack.** The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. **Tentacles.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) slashing damage. **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/griffon.md ================================================ name: Griffon type: monstrosity cr: 2 # Griffon _Large monstrosity, unaligned_ **Armor Class** 12 **Hit Points** 59 (7d10 + 21) **Speed** 30 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 2 (−4) | 13 (+1) | 8 (−1) | **Skills** Perception +5 **Senses** darkvision 60 ft., passive Perception 15 **Languages** -- **Challenge** 2 (450 XP) **Keen Sight.** The griffon has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The griffon makes two attacks: one with its beak and one with its claws. **Beak.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage. **Claws.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/grimlock.md ================================================ name: Grimlock type: humanoid (grimlock) cr: .25 # Grimlock _Medium humanoid (grimlock), neutral evil_ **Armor Class** 11 **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 12 (+1) | 12 (+1) | 9 (−1) | 8 (−1) | 6 (−2) | **Skills** Athletics +5, Perception +3, Stealth +3 **Condition Immunities** blinded **Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 **Languages** Undercommon **Challenge** 1/4 (50 XP) **Blind Senses**. The grimlock can't use its blindsight while deafened and unable to smell. **Keen Hearing and Smell.** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Stone Camouflage.** The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ### Actions **Spiked Bone Club.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/guard.md ================================================ name: Guard type: humanoid (any race) cr: .125 # Guard _Medium humanoid (any race), any alignment_ **Armor Class** 16 (chain shirt, shield) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Perception +2 **Senses** passive Perception 12 **Languages** any one language (usually Common) **Challenge** 1/8 (25 XP) ### Actions **Spear.** _Melee_ or _Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ### Description Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. ================================================ FILE: docs/gamemaster_rules/monsters/guardian_naga.md ================================================ name: Guardian Naga type: monstrosity cr: 10 # Guardian Naga _Large monstrosity, lawful good_ **Armor Class** 18 (natural armor) **Hit Points** 127 (15d10 + 45) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) | **Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 **Damage Immunities** poison **Condition Immunities** charmed, poisoned **Senses** darkvision 60 ft., passive Perception 14 **Languages** Celestial, Common **Challenge** 10 (5,900 XP) **Rejuvenation.** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. **Spellcasting.** The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): **_mending, sacred flame, thaumaturgy_** 1st level (4 slots): **_command, cure wounds, shield of faith_** 2nd level (3 slots): **_calm emotions, hold person_** 3rd level (3 slots): **_bestow curse, clairvoyance_** 4th level (3 slots): **_banishment, freedom of movement_** 5th level (2 slots): **_flame strike, geas_** 6th level (1 slot): **_true seeing_** ### Actions **Bite.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one creature. _Hit:_ 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. **Spit Poison.** _Ranged Weapon Attack:_ +8 to hit, range 15/30 ft., one creature. _Hit:_ The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/gynosphinx.md ================================================ name: Gynosphinx type: monstrosity cr: 11 # Gynosphinx _Large monstrosity, lawful neutral_ **Armor Class** 17 (natural armor) **Hit Points** 136 (16d10 + 48) **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | **Skills** Arcana +12, History +12, Perception +8, Religion +8 **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** psychic **Condition Immunities** charmed, frightened **Senses** truesight 120 ft., passive Perception 18 **Languages** Common, Sphinx **Challenge** 11 (7,200 XP) **Inscrutable.** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. **Magic Weapons.** The sphinx's weapon attacks are magical. **Spellcasting.** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): **_mage hand, minor illusion, prestidigitation_** 1st level (4 slots): **_detect magic, identify, shield_** 2nd level (3 slots): **_darkness, locate object, suggestion_** 3rd level (3 slots): **_dispel magic, remove curse, tongues_** 4th level (3 slots): **_banishment, greater invisibility_** 5th level (1 slot): **_legend lore_** ### Actions **Multiattack.** The sphinx makes two claw attacks. **Claw.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. ### Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. **Claw Attack.** The sphinx makes one claw attack. **Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. ================================================ FILE: docs/gamemaster_rules/monsters/half_red_dragon_veteran.md ================================================ name: Half-Red Dragon Veteran type: humanoid (human) cr: 5 # Half-Red Dragon Veteran _Medium humanoid (human), any alignment_ **Armor Class** 18 (plate) **Hit Points** 65 (10d8 + 20) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Athletics +5, Perception +2 **Damage Resistances** fire **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 **Languages** Common, Draconic **Challenge** 5 (1,800 XP) ### Actions **Multiattack.** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. **Longsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. **Shortsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. **Heavy Crossbow.** _Ranged Weapon Attack:_ +3 to hit, range 100/400 ft., one target. _Hit:_ 6 (1d10 + 1) piercing damage. **Fire Breath (Recharge 5–6).** The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/harpy.md ================================================ name: Harpy type: monstrosity cr: 1 # Harpy _Medium monstrosity, chaotic evil_ **Armor Class** 11 **Hit Points** 38 (7d8 + 7) **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 13 (+1) | 12 (+1) | 7 (−2) | 10 (+0) | 13 (+1) | **Senses** passive Perception 10 **Languages** Common **Challenge** 1 (200 XP) ### Actions **Multiattack.** The harpy makes two attacks: one with its claws and one with its club. **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 6 (2d4 + 1) slashing damage. **Club.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) bludgeoning damage. **Luring Song.** The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. ================================================ FILE: docs/gamemaster_rules/monsters/hawk.md ================================================ name: Hawk type: beast cr: 0 # Hawk _Tiny beast, unaligned_ **Armor Class** 13 **Hit Points** 1 (1d4 − 1) **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 5 (−3) | 16 (+3) | 8 (−1) | 2 (−4) | 14 (+2) | 6 (−2) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 0 (10 XP) **Keen Sight.** The hawk has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Talons.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/hell_hound.md ================================================ name: Hell Hound type: fiend cr: 3 # Hell Hound _Medium fiend, lawful evil_ **Armor Class** 15 (natural armor) **Hit Points** 45 (7d8 + 14) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 12 (+1) | 14 (+2) | 6 (−2) | 13 (+1) | 6 (−2) | **Skills** Perception +5 **Damage Immunities** fire **Senses** darkvision 60 ft., passive Perception 15 **Languages** understands Infernal but can't speak it **Challenge** 3 (700 XP) **Keen Hearing and Smell.** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics.** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. **Fire Breath (Recharge 5–6).** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/hezrou.md ================================================ name: Hezrou type: fiend (demon) cr: 8 # Hezrou _Large fiend (demon), chaotic evil_ **Armor Class** 16 (natural armor) **Hit Points** 136 (13d10 + 65) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 19 (+4) | 17 (+3) | 20 (+5) | 5 (−3) | 12 (+1) | 13 (+1) | **Saving Throws** Str +7, Con +8, Wis +4 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 11 **Languages** Abyssal, telepathy 120 ft. **Challenge** 8 (3,900 XP) **Magic Resistance.** The hezrou has advantage on saving throws against spells and other magical effects. **Stench.** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. ### Actions **Multiattack.** The hezrou makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/hill_giant.md ================================================ name: Hill Giant type: giant cr: 5 # Hill Giant _Huge giant, chaotic evil_ **Armor Class** 13 (natural armor) **Hit Points** 105 (10d12 + 40) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 8 (−1) | 19 (+4) | 5 (−3) | 9 (−1) | 6 (−2) | **Skills** Perception +2 **Senses** passive Perception 12 **Languages** Giant **Challenge** 5 (1,800 XP) ### Actions **Multiattack.** The giant makes two greatclub attacks. **Greatclub.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 18 (3d8 + 5) bludgeoning damage. **Rock.** _Ranged Weapon Attack:_ +8 to hit, range 60/240 ft., one target. _Hit:_ 21 (3d10 + 5) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/hippogriff.md ================================================ name: Hippogriff type: monstrosity cr: 1 # Hippogriff _Large monstrosity, unaligned_ **Armor Class** 11 **Hit Points** 19 (3d10 + 3) **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 13 (+1) | 13 (+1) | 2 (−4) | 12 (+1) | 8 (−1) | **Skills** Perception +5 **Senses** passive Perception 15 **Languages** -- **Challenge** 1 (200 XP) **Keen Sight.** The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The hippogriff makes two attacks: one with its beak and one with its claws. **Beak.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage. **Claws.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/hobgoblin.md ================================================ name: Hobgoblin type: humanoid (goblinoid) cr: .5 # Hobgoblin _Medium humanoid (goblinoid), lawful evil_ **Armor Class** 18 (chain mail, shield) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (−1) | **Senses** darkvision 60 ft., passive Perception 10 **Languages** Common, Goblin **Challenge** 1/2 (100 XP) **Martial Advantage.** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. ### Actions **Longsword.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. **Longbow.** _Ranged Weapon Attack:_ +3 to hit, range 150/600 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/homunculus.md ================================================ name: Homunculus type: construct cr: 0 # Homunculus _Tiny construct, neutral_ **Armor Class** 13 (natural armor) **Hit Points** 5 (2d4) **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 4 (−3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (−2) | **Damage Immunities** poison **Condition Immunities** charmed, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** understands the languages of its creator but can't speak **Challenge** 0 (10 XP) **Telepathic Bond.** While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. ================================================ FILE: docs/gamemaster_rules/monsters/horned_devil.md ================================================ name: Horned Devil type: fiend (devil) cr: 11 # Horned Devil _Large fiend (devil), lawful evil_ **Armor Class** 18 (natural armor) **Hit Points** 148 (17d10 + 55) **Speed** 20 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | **Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 13 **Languages** Infernal, telepathy 120 ft. **Challenge** 11 (7,200 XP) **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. **Fork.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (2d8 + 6) piercing damage. **Tail.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. **Hurl Flame.** Ranged Spell Attack: +7 to hit, range 150 ft., one target. _Hit:_ 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ================================================ FILE: docs/gamemaster_rules/monsters/hunter_shark.md ================================================ name: Hunter Shark type: beast cr: 2 # Hunter Shark _Large beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 45 (6d10 + 12) **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 13 (+1) | 15 (+2) | 1 (−5) | 10 (+0) | 4 (−3) | **Skills** Perception +2 **Senses** blindsight 30 ft., passive Perception 12 **Languages** -- **Challenge** 2 (450 XP) **Blood Frenzy.** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. **Water Breathing.** The shark can breathe only underwater. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) piercing damage. ### Description Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. ================================================ FILE: docs/gamemaster_rules/monsters/hydra.md ================================================ name: Hydra type: monstrosity cr: 8 # Hydra _Huge monstrosity, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 172 (15d12 + 75) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 12 (+1) | 20 (+5) | 2 (−4) | 10 (+0) | 7 (−2) | **Skills** Perception +6 **Senses** darkvision 60 ft., passive Perception 16 **Languages** -- **Challenge** 8 (3,900 XP) **Hold Breath.** The hydra can hold its breath for 1 hour. **Multiple Heads.** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. **Reactive Heads.** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. **Wakeful.** While the hydra sleeps, at least one of its heads is awake. ### Actions **Multiattack.** The hydra makes as many bite attacks as it has heads. **Bite.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 10 (1d10 + 5) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/hyena.md ================================================ name: Hyena type: beast cr: 0 # Hyena _Medium beast, unaligned_ **Armor Class** 11 **Hit Points** 5 (1d8 + 1) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 13 (+1) | 12 (+1) | 2 (−4) | 12 (+1) | 5 (−3) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Pack Tactics.** The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/ice_devil.md ================================================ name: Ice Devil type: fiend (devil) cr: 14 # Ice Devil _Large fiend (devil), lawful evil_ **Armor Class** 18 (natural armor) **Hit Points** 180 (19d10 + 76) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** cold, fire, poison **Condition Immunities** poisoned **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 **Languages** Infernal, telepathy 120 ft. **Challenge** 14 (11,500 XP) **Devil's Sight.** Magical darkness doesn't impede the devil's darkvision. **Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The devil makes three attacks: one with its bite, one with its claws, and one with its tail. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. **Claws.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. **Tail.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. **Wall of Ice (Recharge 6).** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. ================================================ FILE: docs/gamemaster_rules/monsters/ice_mephit.md ================================================ name: Ice Mephit type: elemental cr: .5 # Ice Mephit _Small elemental, neutral evil_ **Armor Class** 11 **Hit Points** 21 (6d6) **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 13 (+1) | 10 (+0) | 9 (−1) | 11 (+0) | 12 (+1) | **Skills** Perception +2, Stealth +3 **Damage Vulnerabilities.** bludgeoning, fire **Damage Immunities** cold, poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 12 **Languages** Aquan, Auran **Challenge** 1/2 (100 XP) **Death Burst.** When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. **False Appearance.** While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. **Innate Spellcasting (1/Day).** The mephit can innately cast **_fog cloud_**, requiring no material components. Its innate spellcasting ability is Charisma. ### Actions **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. **Frost Breath (Recharge 6).** The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/imp.md ================================================ name: Imp type: fiend (devil) cr: 1 # Imp _Tiny fiend (devil, shapechanger), lawful evil_ **Armor Class** 13 **Hit Points** 10 (3d4 + 3) **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 6 (−2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 11 **Languages** Infernal, Common **Challenge** 1 (200 XP) **Shapechanger.** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Devil's Sight.** Magical darkness doesn't impede the imp's darkvision. **Magic Resistance.** The imp has advantage on saving throws against spells and other magical effects. ### Actions **Sting (Bite in Beast Form).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage, and the target must make 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. **Invisibility.** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. ================================================ FILE: docs/gamemaster_rules/monsters/index.md ================================================ # Monster Indexes * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/) * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/) * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type) ================================================ FILE: docs/gamemaster_rules/monsters/invisible_stalker.md ================================================ name: Invisible Stalker type: elemental cr: 6 # Invisible Stalker _Medium elemental, neutral_ **Armor Class** 14 **Hit Points** 104 (16d8 + 32) **Speed** 50 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | **Skills** Perception +8, Stealth +10 **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious **Senses** darkvision 60 ft., passive Perception 18 **Languages** Auran, understands Common but doesn't speak it **Challenge** 6 (2,300 XP) **Invisibility.** The stalker is invisible. **Faultless Tracker.** The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. ### Actions **Multiattack.** The stalker makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/iron_golem.md ================================================ name: Iron Golem type: construct cr: 16 # Iron Golem _Large construct, unaligned_ **Armor Class** 20 (natural armor) **Hit Points** 210 (20d10 + 100) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 24 (+7) | 9 (−1) | 20 (+5) | 3 (−4) | 11 (+0) | 1 (−5) | **Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** darkvision 120 ft., passive Perception 10 **Languages** understands the languages of its creator but can't speak **Challenge** 16 (15,000 XP) **Fire Absorption.** Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. **Immutable Form.** The golem is immune to any spell or effect that would alter its form. **Magic Resistance.** The golem has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The golem's weapon attacks are magical. ### Actions **Multiattack.** The golem makes two melee attacks. **Slam.** _Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 20 (3d8 + 7) bludgeoning damage. **Sword.** _Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 23 (3d10 + 7) slashing damage. **Poison Breath (Recharge 6).** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/jackal.md ================================================ name: Jackal type: beast cr: 0 # Jackal _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 15 (+2) | 11 (+0) | 3 (−4) | 12 (+1) | 6 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Keen Hearing and Smell.** The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics.** The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 – 1) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/killer_whale.md ================================================ name: Killer Whale type: beast cr: 3 # Killer Whale _Huge beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 90 (12d12 + 12) **Speed** 0 ft., swim 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 13 (+1) | 3 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** blindsight 120 ft., passive Perception 13 **Languages** -- **Challenge** 3 (700 XP) **Echolocation.** The whale can't use its blindsight while deafened. **Hold Breath.** The whale can hold its breath for 30 minutes. **Keen Hearing.** The whale has advantage on Wisdom (Perception) checks that rely on hearing. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 21 (5d6 + 4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/knight.md ================================================ name: Knight type: humanoid (any race) cr: 3 # Knight _Medium humanoid (any race), any alignment_ **Armor Class** 18 (plate) **Hit Points** 52 (8d8 + 16) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | **Saving Throws** Con +4, Wis +2 **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 3 (700 XP) **Brave.** The knight has advantage on saving throws against being frightened. ### Actions **Multiattack.** The knight makes two melee attacks. **Greatsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. **Heavy Crossbow.** _Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage. **Leadership (Recharges after a Short or Long Rest).** For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. ### Reactions **Parry.** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. ### Description Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. ================================================ FILE: docs/gamemaster_rules/monsters/kobold.md ================================================ name: Kobold type: humanoid (kobold) cr: .125 # Kobold _Small humanoid (kobold), lawful evil_ **Armor Class** 12 **Hit Points** 5 (2d6 − 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 15 (+2) | 9 (−1) | 8 (−1) | 7 (−2) | 8 (−1) | **Senses** darkvision 60 ft., passive Perception 8 **Languages** Common, Draconic **Challenge** 1/8 (25 XP) **Sunlight Sensitivity.** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **Pack Tactics.** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Dagger.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. **Sling.** _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 4 (1d4 + 2) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/kraken.md ================================================ name: Kraken type: monstrosity (titan) cr: 23 # Kraken _Gargantuan monstrosity (titan), chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 472 (27d20 + 189) **Speed** 20 ft., swim 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 30 (+10)| 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) | **Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11 **Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** frightened, paralyzed **Senses** truesight 120 ft., passive Perception 14 **Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. **Challenge** 23 (50,000 XP) **Amphibious.** The kraken can breathe air and water. **Freedom of Movement.** The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. **Siege Monster.** The kraken deals double damage to objects and structures. ### Actions **Multiattack.** The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. **Bite.** _Melee Weapon Attack:_ +17 to hit, reach 5 ft., one target. _Hit:_ 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. **Tentacle.** _Melee Weapon Attack:_ +17 to hit, reach 30 ft., one target. _Hit:_ 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. **Fling.** One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. **Lightning Storm.** The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. ### Legendary Actions The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. **Tentacle Attack or Fling.** The kraken makes one tentacle attack or uses its Fling. **Lightning Storm (Costs 2 Actions).** The kraken uses Lightning Storm. **Ink Cloud (Costs 3 Actions).** While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. ================================================ FILE: docs/gamemaster_rules/monsters/lamia.md ================================================ name: Lamia type: monstrosity cr: 4 # Lamia _Large monstrosity, chaotic evil_ **Armor Class** 13 (natural armor) **Hit Points** 97 (13d10 + 26) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | **Skills** Deception +7, Insight +4, Stealth +3 **Senses** darkvision 60 ft., passive Perception 12 **Languages** Abyssal, Common **Challenge** 4 (1,100 XP) **Innate Spellcasting.** The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: **_disguise self_** (any humanoid form), **_major image_** 3/day each: **_charm person_**, **_mirror image_**, **_scrying_**, **_suggestion_** 1/day: **_geas_** ### Actions **Multiattack.** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. **Claws.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10 + 3) slashing damage. **Dagger.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage. **Intoxicating Touch.** Melee Spell Attack: +5 to hit, reach 5 ft., one creature. _Hit:_ The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. ================================================ FILE: docs/gamemaster_rules/monsters/lemure.md ================================================ name: Lemure type: fiend (devil) cr: 0 # Lemure _Medium fiend (devil), lawful evil_ **Armor Class** 7 **Hit Points** 13 (3d8) **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 10 (+0) | 5 (−3) | 11 (+0) | 1 (−5) | 11 (+0) | 3 (−4) | **Damage Resistances** cold **Damage Immunities** fire, poison **Condition Immunities** charmed, frightened, poisoned **Senses** darkvision 120 ft., passive Perception 10 **Languages** understands Infernal but can't speak **Challenge** 0 (10 XP) **Devil's Sight.** Magical darkness doesn't impede the lemure's darkvision. **Hellish Rejuvenation.** A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good‐aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. ### Actions **Fist.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/lich.md ================================================ name: Lich type: undead cr: 21 # Lich _Medium undead, any evil alignment_ **Armor Class** 17 (natural armor) **Hit Points** 135 (18d8 + 54) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | **Saving Throws** Con +10, Int +12, Wis +9 **Skills** Arcana +18, History +12, Insight +9, Perception +9 **Damage Resistances** cold, lightning, necrotic **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned **Senses** truesight 120 ft., passive Perception 19 **Languages** Common plus up to five other languages **Challenge** 21 (33,000 XP) **Legendary Resistance (3/Day).** If the lich fails a saving throw, it can choose to succeed instead. **Rejuvenation.** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. **Spellcasting.** The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): **_mage hand, prestidigitation, ray of frost_** 1st level (4 slots): **_detect magic, magic missile, shield, thunderwave_** 2nd level (3 slots): **_acid arrow, detect thoughts, invisibility, mirror image_** 3rd level (3 slots): **_animate dead, counterspell, dispel magic, fireball_** 4th level (3 slots): **_blight, dimension door_** 5th level (3 slots): **_cloudkill, scrying_** 6th level (1 slot): **_disintegrate, globe of invulnerability_** 7th level (1 slot): **_finger of death, plane shift_** 8th level (1 slot): **_dominate monster, power word stun_** 9th level (1 slot): **_power word kill_** **Turn Resistance.** The lich has advantage on saving throws against any effect that turns undead. ### Actions **Paralyzing Touch.** Melee Spell Attack: +12 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ### Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. **Cantrip.** The lich casts a cantrip. **Paralyzing Touch (Costs 2 Actions).** The lich uses its Paralyzing Touch. **Frightening Gaze (Costs 2 Actions).** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. **Disrupt Life (Costs 3 Actions).** Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/lion.md ================================================ name: Lion type: beast cr: 1 # Lion _Large beast, unaligned_ **Armor Class** 12 **Hit Points** 26 (4d10 + 4) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 15 (+2) | 13 (+1) | 3 (−4) | 12 (+1) | 8 (−1) | **Skills** Perception +3, Stealth +6 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) **Keen Smell.** The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. **Pounce.** If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. **Running Leap.** With a 10-foot running start, the lion can long jump up to 25 feet. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage. **Claw.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/lizard.md ================================================ name: Lizard type: beast cr: 0 # Lizard _Tiny beast, unaligned_ **Armor Class** 10 **Hit Points** 2 (1d4) **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 3 (−4) | **Senses** darkvision 30 ft., passive Perception 9 **Languages** -- **Challenge** 0 (10 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/lizardfolk.md ================================================ name: Lizardfolk type: humanoid (lizardfolk) cr: .5 # Lizardfolk _Medium humanoid (lizardfolk), neutral_ **Armor Class** 15 (natural armor, shield) **Hit Points** 22 (4d8 + 4) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 13 (+1) | 7 (−2) | 12 (+1) | 7 (−2) | **Skills** Perception +3, Stealth +4, Survival +5 **Senses** passive Perception 13 **Languages** Draconic **Challenge** 1/2 (100 XP) **Hold Breath.** The lizardfolk can hold its breath for 15 minutes. ### Actions **Multiattack.** The lizardfolk makes two melee attacks, each one with a different weapon. **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Heavy Club.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) bludgeoning damage. **Javelin.** _Melee or _Ranged Weapon Attack:__ +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Spiked Shield.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/mage.md ================================================ name: Mage type: humanoid (any race) cr: 6 # Mage _Medium humanoid (any race), any alignment_ **Armor Class** 12 (15 with mage armor) **Hit Points** 40 (9d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 9 (−1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | **Saving Throws** Int +6, Wis +4 **Skills** Arcana +6, History +6 **Senses** passive Perception 11 **Languages** any four languages **Challenge** 6 (2,300 XP) **Spellcasting.** The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): **_fire bolt, light, mage hand, prestidigitation_** 1st level (4 slots): **_detect magic, mage armor, magic missile, shield_** 2nd level (3 slots): **_misty step, suggestion_** 3rd level (3 slots): **_counterspell, fireball, fly_** 4th level (3 slots): **_greater invisibility, ice storm_** 5th level (1 slot): **_cone of cold_** ### Actions **Dagger.** _Melee or _Ranged Weapon Attack:__ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. ### Description Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. ================================================ FILE: docs/gamemaster_rules/monsters/magma_mephit.md ================================================ name: Magma Mephit type: elemental cr: .5 # Magma Mephit _Small elemental, neutral evil_ **Armor Class** 11 **Hit Points** 22 (5d6 + 5) **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 12 (+1) | 12 (+1) | 7 (−2) | 10 (+0) | 10 (+0) | **Skills** Stealth +3 **Damage Vulnerabilities.** cold **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan, Terran **Challenge** 1/2 (100 XP) **Death Burst.** When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. **False Appearance.** While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. **Innate Spellcasting (1/Day).** The mephit can innately cast **_heat metal_** (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. ### Actions **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. **Fire Breath (Recharge 6).** The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/magmin.md ================================================ name: Magmin type: elemental cr: .5 # Magmin _Small elemental, chaotic neutral_ **Armor Class** 14 (natural armor) **Hit Points** 9 (2d6 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 15 (+2) | 12 (+1) | 8 (−1) | 11 (+0) | 10 (+0) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** fire **Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan **Challenge** 1/2 (100 XP) **Death Burst.** When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. **Ignited Illumination.** As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ### Actions **Touch.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. ================================================ FILE: docs/gamemaster_rules/monsters/mammoth.md ================================================ name: Mammoth type: beast cr: 6 # Mammoth _Huge beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 126 (11d12 + 55) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 24 (+7) | 9 (−1) | 21 (+5) | 3 (−4) | 11 (+0) | 6 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 6 (2,300 XP) **Trampling Charge.** If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. ### Actions **Gore.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 25 (4d8 + 7) piercing damage. **Stomp.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one prone creature. _Hit:_ 29 (4d10 + 7) bludgeoning damage. ### Description A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. ================================================ FILE: docs/gamemaster_rules/monsters/manticore.md ================================================ name: Manticore type: monstrosity cr: 3 # Manticore _Large monstrosity, lawful evil_ **Armor Class** 14 (natural armor) **Hit Points** 68 (8d10 + 24) **Speed** 30 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 16 (+3) | 17 (+3) | 7 (−2) | 12 (+1) | 8 (−1) | **Senses** darkvision 60 ft., passive Perception 11 **Languages** Common **Challenge** 3 (700 XP) **Tail Spike Regrowth.** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. ### Actions **Multiattack.** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage. **Claw.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. **Tail Spike.** _Ranged Weapon Attack:_ +5 to hit, range 100/200 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/marilith.md ================================================ name: Marilith type: fiend (demon) cr: 16 # Marilith _Large fiend (demon), chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 189 (18d10 + 90) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | **Saving Throws** Str +9, Con +10, Wis +8, Cha +10 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 13 **Languages** Abyssal, telepathy 120 ft. **Challenge** 16 (15,000 XP) **Magic Resistance.** The marilith has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The marilith's weapon attacks are magical. **Reactive.** The marilith can take one reaction on every turn in a combat. ### Actions **Multiattack.** The marilith makes seven attacks: six with its longswords and one with its tail. **Longsword.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. **Tail.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one creature. _Hit:_ 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. **Teleport.** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ### Reactions **Parry.** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. ================================================ FILE: docs/gamemaster_rules/monsters/mastiff.md ================================================ name: Mastiff type: beast cr: .125 # Mastiff _Medium beast, unaligned_ **Armor Class** 12 **Hit Points** 5 (1d8 + 1) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 14 (+2) | 12 (+1) | 3 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1/8 (25 XP) **Keen Hearing and Smell.** The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ### Description Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. ================================================ FILE: docs/gamemaster_rules/monsters/medusa.md ================================================ name: Medusa type: monstrosity cr: 6 # Medusa _Medium monstrosity, lawful evil_ **Armor Class** 15 (natural armor) **Hit Points** 127 (17d8 + 51) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | **Skills** Deception +5, Insight +4, Perception +4, Stealth +5 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Common **Challenge** 6 (2,300 XP) **Petrifying Gaze.** When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. ### Actions **Multiattack.** The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow. **Snake Hair.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. **Shortsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Longbow.** _Ranged Weapon Attack:_ +5 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. ================================================ FILE: docs/gamemaster_rules/monsters/merfolk.md ================================================ name: Merfolk type: humanoid (merfolk) cr: .125 # Merfolk _Medium humanoid (merfolk), neutral_ **Armor Class** 11 **Hit Points** 11 (2d8 + 2) **Speed** 10 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | **Skills** Perception +2 **Senses** passive Perception 12 **Languages** Aquan, Common **Challenge** 1/8 (25 XP) **Amphibious.** The merfolk can breathe air and water. ### Actions **Spear.** _Melee or _Ranged Weapon Attack:__ +2 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. ================================================ FILE: docs/gamemaster_rules/monsters/merrow.md ================================================ name: Merrow type: monstrosity cr: 2 # Merrow _Large monstrosity, chaotic evil_ **Armor Class** 13 (natural armor) **Hit Points** 45 (6d10 + 12) **Speed** 10 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 10 (+0) | 15 (+2) | 8 (−1) | 10 (+0) | 9 (−1) | **Senses** darkvision 60 ft., passive Perception 10 **Languages** Abyssal, Aquan **Challenge** 2 (450 XP) **Amphibious.** The merrow can breathe air and water. ### Actions **Multiattack.** The merrow makes two attacks: one with its bite and one with its claws or harpoon. **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage. **Claws.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4 + 4) slashing damage. **Harpoon.** _Melee or _Ranged Weapon Attack:__ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. ================================================ FILE: docs/gamemaster_rules/monsters/mimic.md ================================================ name: Mimic type: monstrosity (shapechanger) cr: 2 # Mimic _Medium monstrosity (shapechanger), neutral_ **Armor Class** 12 (natural armor) **Hit Points** 58 (9d8 + 18) **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 12 (+1) | 15 (+2) | 5 (−3) | 13 (+1) | 8 (−1) | **Skills** Stealth +5 **Damage Immunities** acid **Condition Immunities** prone **Senses** darkvision 60 ft., passive Perception 11 **Languages** -- **Challenge** 2 (450 XP) **Shapechanger.** The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Adhesive (Object Form Only).** The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. **False Appearance (Object Form Only).** While the mimic remains motionless, it is indistinguishable from an ordinary object. **Grappler.** The mimic has advantage on attack rolls against any creature grappled by it. ### Actions **Pseudopod.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. ================================================ FILE: docs/gamemaster_rules/monsters/minotaur.md ================================================ name: Minotaur type: monstrosity cr: 3 # Minotaur _Large monstrosity, chaotic evil_ **Armor Class** 14 (natural armor) **Hit Points** 76 (9d10 + 27) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 11 (+0) | 16 (+3) | 6 (−2) | 16 (+3) | 9 (−1) | **Skills** Perception +7 **Senses** darkvision 60 ft., passive Perception 17 **Languages** Abyssal **Challenge** 3 (700 XP) **Charge.** If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. **Labyrinthine Recall.** The minotaur can perfectly recall any path it has traveled. **Reckless.** At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ### Actions **Greataxe.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12 + 4) slashing damage. **Gore.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/minotaur_skeleton.md ================================================ name: Minotaur Skeleton type: undead cr: 2 # Minotaur Skeleton _Large undead, lawful evil_ **Armor Class** 12 (natural armor) **Hit Points** 67 (9d10 + 18) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|--------|--------|--------| | 18 (+4) | 11 (+0) | 15 (+2) | 6 (−2) | 8 (−1) | 5 (−3) | **Damage Vulnerabilities.** bludgeoning **Damage Immunities** poison **Condition Immunities** exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 9 **Languages** understands Abyssal but can't speak **Challenge** 2 (450 XP) **Charge.** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. ### Actions **Greataxe.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12 + 4) slashing damage. **Gore.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/mule.md ================================================ name: Mule type: beast cr: .125 # Mule _Medium beast, unaligned_ **Armor Class** 10 **Hit Points** 11 (2d8 + 2) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/8 (25 XP) **Beast of Burden.** The mule is considered to be a Large animal for the purpose of determining its carrying capacity. **Sure-Footed.** The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ### Actions **Hooves.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/mummy.md ================================================ name: Mummy type: undead cr: 3 # Mummy _Medium undead, lawful evil_ **Armor Class** 11 (natural armor) **Hit Points** 58 (9d8 + 18) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 8 (−1) | 15 (+2) | 6 (−2) | 10 (+0) | 12 (+1) | **Saving Throws** Wis +2 **Damage Vulnerabilities.** fire **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** necrotic, poison **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** the languages it knew in life **Challenge** 3 (700 XP) ### Actions **Multiattack.** The mummy can use its Dreadful Glare and makes one attack with its rotting fist. **Rotting Fist.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. **Dreadful Glare.** The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. ================================================ FILE: docs/gamemaster_rules/monsters/mummy_lord.md ================================================ name: Mummy Lord type: undead cr: 15 # Mummy Lord _Medium undead, lawful evil_ **Armor Class** 17 (natural armor) **Hit Points** 97 (13d8 + 39) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) | **Saving Throws** Con +8, Int +5, Wis +9, Cha +8 **Skills** History +5, Religion +5 **Damage Vulnerabilities.** fire **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned **Senses** darkvision 60 ft., passive Perception 14 **Languages** the languages it knew in life **Challenge** 15 (13,000 XP) **Magic Resistance.** The mummy lord has advantage on saving throws against spells and other magical effects. **Rejuvenation.** A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. **Spellcasting.** The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: Cantrips (at will): **_sacred flame, thaumaturgy_** 1st level (4 slots): **_command, guiding bolt, shield of faith_** 2nd level (3 slots): **_hold person, silence, spiritual weapon_** 3rd level (3 slots): **_animate dead, dispel magic_** 4th level (3 slots): **_divination, guardian of faith_** 5th level (2 slots): **_contagion, insect plague_** 6th level (1 slot): **_harm_** ### Actions **Multiattack.** The mummy can use its Dreadful Glare and makes one attack with its rotting fist. **Rotting Fist.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. **Dreadful Glare.** The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. ### Legendary Actions The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. **Attack.** The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. **Blinding Dust.** Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. **Blasphemous Word (Costs 2 Actions).** The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. **Channel Negative Energy (Costs 2 Actions).** The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. **Whirlwind of Sand (Costs 2 Actions).** The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. ================================================ FILE: docs/gamemaster_rules/monsters/nalfeshnee.md ================================================ name: Nalfeshnee type: fiend (demon) cr: 13 # Nalfeshnee _Large fiend (demon), chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 184 (16d10 + 96) **Speed** 20 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | **Saving Throws** Con +11, Int +9, Wis +6, Cha +7 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 11 **Languages** Abyssal, telepathy 120 ft. **Challenge** 13 (10,000 XP) **Magic Resistance.** The nalfeshnee has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 32 (5d10 + 5) piercing damage. **Claw.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6 + 5) slashing damage. **Horror Nimbus (Recharge 5–6).** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. **Teleport.** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ================================================ FILE: docs/gamemaster_rules/monsters/night_hag.md ================================================ name: Night Hag type: fiend cr: 5 # Night Hag _Medium fiend, neutral evil_ **Armor Class** 17 (natural armor) **Hit Points** 112 (15d8 + 45) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | **Skills** Deception +7, Insight +6, Perception +6, Stealth +6 **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Condition Immunities** charmed **Senses** darkvision 120 ft., passive Perception 16 **Languages** Abyssal, Common, Infernal, Primordial **Challenge** 5 (1,800 XP) **Innate Spellcasting.** The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: **_detect magic_**, **_magic missile_** 2/day each: **_plane shift_** (self only), **_ray of enfeeblement_**, **_sleep_** **Magic Resistance.** The hag has advantage on saving throws against spells and other magical effects. ### Actions **Claws (Hag Form Only).** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. **Change Shape.** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. **Etherealness.** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. **Nightmare Haunting (1/Day).** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. ================================================ FILE: docs/gamemaster_rules/monsters/nightmare.md ================================================ name: Nightmare type: fiend cr: 3 # Nightmare _Large fiend, neutral evil_ **Armor Class** 13 (natural armor) **Hit Points** 68 (8d10 + 24) **Speed** 60 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Damage Immunities** fire **Senses** passive Perception 11 **Languages** understands Abyssal, Common, and Infernal but can't speak **Challenge** 3 (700 XP) **Confer Fire Resistance.** The nightmare can grant resistance to fire damage to anyone riding it. **Illumination.** The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ### Actions **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. **Ethereal Stride.** The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. ================================================ FILE: docs/gamemaster_rules/monsters/noble.md ================================================ name: Noble type: humanoid (any race) cr: .125 # Noble _Medium humanoid (any race), any alignment_ **Armor Class** 15 (breastplate) **Hit Points** 9 (2d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | **Skills** Deception +5, Insight +4, Persuasion +5 **Senses** passive Perception 12 **Languages** any two languages **Challenge** 1/8 (25 XP) ### Actions **Rapier.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. ### Reactions **Parry.** The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. ### Description Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth. ================================================ FILE: docs/gamemaster_rules/monsters/ochre_jelly.md ================================================ name: Ochre Jelly type: ooze cr: 2 # Ochre Jelly _Large ooze, unaligned_ **Armor Class** 8 **Hit Points** 45 (6d10 + 12) **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 6 (−2) | 14 (+2) | 2 (−4) | 6 (−2) | 1 (−5) | **Damage Resistances** acid **Damage Immunities** lightning, slashing **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** -- **Challenge** 2 (450 XP) **Amorphous.** The jelly can move through a space as narrow as 1 inch wide without squeezing. **Spider Climb.** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ### Actions **Pseudopod.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. ### Reactions **Split.** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. ================================================ FILE: docs/gamemaster_rules/monsters/octopus.md ================================================ name: Octopus type: beast cr: 0 # Octopus _Small beast, unaligned_ **Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 5 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 4 (−3) | 15 (+2) | 11 (+0) | 3 (−4) | 10 (+0) | 4 (−3) | **Skills** Perception +2, Stealth +4 **Senses** darkvision 30 ft., passive Perception 12 **Languages** -- **Challenge** 0 (10 XP) **Hold Breath.** While out of water, the octopus can hold its breath for 30 minutes. **Underwater Camouflage.** The octopus has advantage on Dexterity (Stealth) checks made while underwater. **Water Breathing.** The octopus can breathe only underwater. ### Actions **Tentacles.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. **Ink Cloud (Recharges after a Short or Long Rest).** A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. ================================================ FILE: docs/gamemaster_rules/monsters/ogre.md ================================================ name: Ogre type: giant cr: 2 # Ogre _Large giant, chaotic evil_ **Armor Class** 11 (hide armor) **Hit Points** 59 (7d10 + 21) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 8 (−1) | 16 (+3) | 5 (−3) | 7 (−2) | 7 (−2) | **Senses** darkvision 60 ft., passive Perception 8 **Languages** Common, Giant **Challenge** 2 (450 XP) ### Actions **Greatclub.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. **Javelin.** _Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/ogre_zombie.md ================================================ name: Ogre Zombie type: undead cr: 2 # Ogre Zombie _Large undead, neutral evil_ **Armor Class** 8 **Hit Points** 85 (9d10 + 36) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 6 (−2) | 18 (+4) | 3 (−4) | 6 (−2) | 5 (−3) | **Saving Throws** Wis +0 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 8 **Languages** understands Common and Giant but can't speak **Challenge** 2 (450 XP) **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ### Actions **Morningstar.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/oni.md ================================================ name: Oni type: giant cr: 7 # Oni _Large giant, lawful evil_ **Armor Class** 16 (chain mail) **Hit Points** 110 (13d10 + 39) **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | **Saving Throws** Dex +3, Con +6, Wis +4, Cha +5 **Skills** Arcana +5, Deception +8, Perception +4 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Common, Giant **Challenge** 7 (2,900 XP) **Innate Spellcasting.** The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: **_darkness, invisibility_** 1/day each: **_charm person, cone of cold, gaseous form, sleep_** **Magic Weapons.** The oni's weapon attacks are magical. **Regeneration.** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. ### Actions **Multiattack.** The oni makes two attacks, either with its claws or its glaive. **Claw (Oni Form Only).** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) slashing damage. **Glaive.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. **Change Shape.** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. ================================================ FILE: docs/gamemaster_rules/monsters/orc.md ================================================ name: Orc type: humanoid (orc) cr: .5 # Orc _Medium humanoid (orc), chaotic evil_ **Armor Class** 13 (hide armor) **Hit Points** 15 (2d8 + 6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 12 (+1) | 16 (+3) | 7 (−2) | 11 (+0) | 10 (+0) | **Skills** Intimidation +2 **Senses** darkvision 60 ft., passive Perception 10 **Languages** Common, Orc **Challenge** 1/2 (100 XP) **Aggressive**. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ### Actions **Greataxe.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 9 (1d12 + 3) slashing damage. **Javelin.** _Melee or _Ranged Weapon Attack:__ +5 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/otyugh.md ================================================ name: Otyugh type: aberration cr: 5 # Otyugh _Large aberration, neutral_ **Armor Class** 14 (natural armor) **Hit Points** 114 (12d10 + 48) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 11 (+0) | 19 (+4) | 6 (−2) | 13 (+1) | 6 (−2) | **Saving Throws** Con +7 **Senses** darkvision 120 ft., passive Perception 11 **Languages** Otyugh **Challenge** 5 (1,800 XP) **Limited Telepathy.** The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. ### Actions **Multiattack.** The otyugh makes three attacks: one with its bite and two with its tentacles. **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. **Tentacle.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. **Tentacle Slam.** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. ================================================ FILE: docs/gamemaster_rules/monsters/owl.md ================================================ name: Owl type: beast cr: 0 # Owl _Tiny beast, unaligned_ **Armor Class** 11 **Hit Points** 1 (1d4 − 1) **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 13 (+1) | 8 (−1) | 2 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3, Stealth +3 **Senses** darkvision 120 ft., passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Flyby.** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. **Keen Hearing and Sight.** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. ### Actions **Talons.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/owlbear.md ================================================ name: Owlbear type: monstrosity cr: 3 # Owlbear _Large monstrosity, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 59 (7d10 + 21) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 12 (+1) | 17 (+3) | 3 (−4) | 12 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** darkvision 60 ft., passive Perception 13 **Languages** -- **Challenge** 3 (700 XP) **Keen Sight and Smell.** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. ### Actions **Multiattack.** The owlbear makes two attacks: one with its beak and one with its claws. **Beak.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 10 (1d10 + 5) piercing damage. **Claws.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/panther.md ================================================ name: Panther type: beast cr: .25 # Panther _Medium beast, unaligned_ **Armor Class** 12 **Hit Points** 13 (3d8) **Speed** 50 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 15 (+2) | 10 (+0) | 3 (−4) | 14 (+2) | 7 (−2) | **Skills** Perception +4, Stealth +6 **Senses** passive Perception 14 **Languages** -- **Challenge** 1/4 (50 XP) **Keen Smell.** The panther has advantage on Wisdom (Perception) checks that rely on smell. **Pounce.** If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Claw.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/pegasus.md ================================================ name: Pegasus type: celestial cr: 2 # Pegasus _Large celestial, chaotic good_ **Armor Class** 12 **Hit Points** 59 (7d10 + 21) **Speed** 60 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | **Saving Throws** Dex +4, Wis +4, Cha +3 **Skills** Perception +6 **Senses** passive Perception 16 **Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak **Challenge** 2 (450 XP) ### Actions **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/phase_spider.md ================================================ name: Phase Spider type: monstrosity cr: 3 # Phase Spider _Large monstrosity, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 32 (5d10 + 5) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 15 (+2) | 12 (+1) | 6 (−2) | 10 (+0) | 6 (−2) | **Skills** Stealth +6 **Senses** darkvision 60 ft., passive Perception 10 **Languages** -- **Challenge** 3 (700 XP) **Ethereal Jaunt.** As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. **Spider Climb.** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Web Walker.** The spider ignores movement restrictions caused by webbing. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ### Description A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. ================================================ FILE: docs/gamemaster_rules/monsters/pit_fiend.md ================================================ name: Pit Fiend type: fiend (devil) cr: 20 # Pit Fiend _Large fiend (devil), lawful evil_ **Armor Class** 19 (natural armor) **Hit Points** 300 (24d10 + 168) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | **Saving Throws** Dex +8, Con +13, Wis +10 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 14 **Languages** Infernal, telepathy 120 ft. **Challenge** 20 (25,000 XP) **Fear Aura.** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. **Magic Resistance.** The pit fiend has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The pit fiend's weapon attacks are magical. **Innate Spellcasting.** The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: **_detect magic, fireball 3/day each: hold monster, wall of fire_** ### Actions **Multiattack.** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. **Bite.** _Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Claw.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 17 (2d8 + 8) slashing damage. **Mace.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. **Tail.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (3d10 + 8) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/planetar.md ================================================ name: Planetar cr: 16 type: celestial # Planetar _Large celestial, lawful good_ **Armor Class** 19 (natural armor) **Hit Points** 200 (16d10 + 112) **Speed** 40 ft., fly 120 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | **Saving Throws** Con +12, Wis +11, Cha +12 **Skills** Perception +11 **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, exhaustion, frightened **Senses** truesight 120 ft., passive Perception 21 **Languages** all, telepathy 120 ft. **Challenge** 16 (15,000 XP) **Angelic Weapons.** The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). **Divine Awareness.** The planetar knows if it hears a lie. **Innate Spellcasting.** The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: **_detect evil and good_**, **_invisibility_** (self only) 3/day each: **_blade barrier_**, **_dispel evil and good_**, **_flame strike_**, **_raise dead_** 1/day each: **_commune_**, **_control weather_**, **_insect plague_** **Magic Resistance.** The planetar has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The planetar makes two melee attacks. **Greatsword.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. **Healing Touch** (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. ================================================ FILE: docs/gamemaster_rules/monsters/plesiosaurus.md ================================================ name: Plesiosaurus type: beast cr: 2 # Plesiosaurus _Large beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 68 (8d10 + 24) **Speed** 20 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 2 (−4) | 12 (+1) | 5 (−3) | **Skills** Perception +3, Stealth +4 **Senses** passive Perception 13 **Languages** -- **Challenge** 2 (450 XP) **Hold Breath.** The plesiosaurus can hold its breath for 1 hour. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 14 (3d6 + 4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/poisonous_snake.md ================================================ name: Poisonous Snake type: beast cr: .125 # Poisonous Snake _Tiny beast, unaligned_ **Armor Class** 13 **Hit Points** 2 (1d4) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 16 (+3) | 11 (+0) | 1 (−5) | 10 (+0) | 3 (−4) | **Senses** blindsight 10 ft., passive Perception 10 **Languages** -- **Challenge** 1/8 (25 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/polar_bear.md ================================================ name: Polar Bear type: beast cr: 2 # Polar Bear _Large beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 42 (5d10 + 15) **Speed** 40 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 20 (+5) | 10 (+0) | 16 (+3) | 2 (−4) | 13 (+1) | 7 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 2 (450 XP) **Keen Smell.** The bear has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack.** The bear makes two attacks: one with its bite and one with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (1d8 + 5) piercing damage. **Claws.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/pony.md ================================================ name: Pony type: beast cr: .125 # Pony _Medium beast, unaligned_ **Armor Class** 10 **Hit Points** 11 (2d8 + 2) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 11 (+0) | 7 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/8 (25 XP) ### Actions **Hooves.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/priest.md ================================================ name: Priest type: humanoid (any race) cr: 2 # Priest _Medium humanoid (any race), any alignment_ **Armor Class** 13 (chain shirt) **Hit Points** 27 (5d8 + 5) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | **Skills** Medicine +7, Persuasion +3, Religion +4 **Senses** passive Perception 13 **Languages** any two languages **Challenge** 2 (450 XP) **Divine Eminence.** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. **Spellcasting.** The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): **_light, sacred flame, thaumaturgy_** 1st level (4 slots): **_cure wounds, guiding bolt, sanctuary_** 2nd level (3 slots): **_lesser restoration, spiritual weapon_** 3rd level (2 slots): **_dispel magic, spirit guardians_** ### Actions **Mace.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage. ### Description Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. ================================================ FILE: docs/gamemaster_rules/monsters/pseudodragon.md ================================================ name: Pseudodragon type: dragon cr: .25 # Pseudodragon _Tiny dragon, neutral good_ **Armor Class** 13 (natural armor) **Hit Points** 7 (2d4 + 2) **Speed** 15 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | **Skills** Perception +3, Stealth +4 **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 **Languages** understands Common and Draconic but can't speak **Challenge** 1/4 (50 XP) Keen **Senses**. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. **Magic Resistance.** The pseudodragon has advantage on saving throws against spells and other magical effects. **Limited Telepathy.** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. **Sting.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. ================================================ FILE: docs/gamemaster_rules/monsters/purple_worm.md ================================================ name: Purple Worm type: monstrosity cr: 15 # Purple Worm _Gargantuan monstrosity, unaligned_ **Armor Class** 18 (natural armor) **Hit Points** 247 (15d20 + 90) **Speed** 50 ft., burrow 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 28 (+9) | 7 (−2) | 22 (+6) | 1 (−5) | 8 (−1) | 4 (−3) | **Saving Throws** Con +11, Wis +4 **Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9 **Languages** -- **Challenge** 15 (13,000 XP) **Tunneler.** The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. ### Actions **Multiattack.** The worm makes two attacks: one with its bite and one with its stinger. **Bite.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. **Tail Stinger.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one creature. _Hit:_ 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/quasit.md ================================================ name: Quasit type: fiend (demon) cr: 1 # Quasit _Tiny fiend (demon, shapechanger), chaotic evil_ **Armor Class** 13 **Hit Points** 7 (3d4) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 5 (−3) | 17 (+3) | 10 (+0) | 7 (−2) | 10 (+0) | 10 (+0) | **Skills** Stealth +5 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 10 **Languages** Abyssal, Common **Challenge** 1 (200 XP) **Shapechanger.** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Magic Resistance.** The quasit has advantage on saving throws against spells and other magical effects. ### Actions **Claws (Bite in Beast Form).** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Scare (1/Day).** One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. **Invisibility.** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. ================================================ FILE: docs/gamemaster_rules/monsters/quipper.md ================================================ name: Quipper type: beast cr: 0 # Quipper _Tiny beast, unaligned_ **Armor Class** 13 **Hit Points** 1 (1d4 − 1) **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (−2) | 2 (−4) | **Senses** darkvision 60 ft., passive Perception 8 **Languages** -- **Challenge** 0 (10 XP) **Blood Frenzy.** The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. **Water Breathing.** The quipper can breathe only underwater. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ### Description A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. ================================================ FILE: docs/gamemaster_rules/monsters/rakshasa.md ================================================ name: Rakshasa type: fiend cr: 13 # Rakshasa _Medium fiend, lawful evil_ **Armor Class** 16 (natural armor) **Hit Points** 110 (13d8 + 52) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) | **Skills** Deception +10, Insight +8 **Damage Vulnerabilities.** piercing from magic weapons wielded by good creatures **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks **Senses** darkvision 60 ft., passive Perception 13 **Languages** Common, Infernal **Challenge** 13 (10,000 XP) **Limited Magic Immunity.** The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. **Innate Spellcasting.** The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: **_detect thoughts, disguise self, mage hand, minor illusion_** 3/day each: **_charm person, detect magic, invisibility, major image, suggestion_** 1/day each: **_dominate person, fly, plane shift, true seeing_** ### Actions **Multiattack.** The rakshasa makes two claw attacks. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. ================================================ FILE: docs/gamemaster_rules/monsters/rat.md ================================================ name: Rat type: beast cr: 0 # Rat _Tiny beast, unaligned_ **Armor Class** 10 **Hit Points** 1 (1d4 − 1) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 4 (−3) | **Senses** darkvision 30 ft., passive Perception 10 **Languages** -- **Challenge** 0 (10 XP) **Keen Smell.** The rat has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/raven.md ================================================ name: Raven type: beast cr: 0 # Raven _Tiny beast, unaligned_ **Armor Class** 12 **Hit Points** 1 (1d4 − 1) **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 14 (+2) | 8 (−1) | 2 (−4) | 12 (+1) | 6 (−2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Mimicry.** The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ### Actions **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/red_dragon_wyrmling.md ================================================ name: Red Dragon Wyrmling type: dragon cr: 4 # Red Dragon Wyrmling _Medium dragon, chaotic evil_ **Armor Class** 17 (natural armor) **Hit Points** 75 (10d8 + 30) **Speed** 30 ft., climb 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 **Skills** Perception +4, Stealth +2 **Damage Immunities** fire **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 4 (1,100 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. **Fire Breath (Recharge 5–6).** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/reef_shark.md ================================================ name: Reef Shark type: beast cr: .5 # Reef Shark _Medium beast, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 22 (4d8 + 4) **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 13 (+1) | 13 (+1) | 1 (−5) | 10 (+0) | 4 (−3) | **Skills** Perception +2 **Senses** blindsight 30 ft., passive Perception 12 **Languages** -- **Challenge** 1/2 (100 XP) **Pack Tactics.** The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. **Water Breathing.** The shark can breathe only underwater. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ### Description Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. ================================================ FILE: docs/gamemaster_rules/monsters/remorhaz.md ================================================ name: Remorhaz type: monstrosity cr: 11 # Remorhaz _Huge monstrosity, unaligned_ **Armor Class** 17 (natural armor) **Hit Points** 195 (17d12 + 85) **Speed** 30 ft., burrow 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 24 (+7) | 13 (+1) | 21 (+5) | 4 (−3) | 10 (+0) | 5 (−3) | **Damage Immunities** cold, fire **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 **Languages** -- **Challenge** 11 (7,200 XP) **Heated Body.** A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. ### Actions **Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. **Swallow.** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. ================================================ FILE: docs/gamemaster_rules/monsters/rhinoceros.md ================================================ name: Rhinoceros type: beast cr: 2 # Rhinoceros _Large beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 45 (6d10 + 12) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 8 (−1) | 15 (+2) | 2 (−4) | 12 (+1) | 6 (−2) | **Senses** passive Perception 11 **Languages** -- **Challenge** 2 (450 XP) **Charge.** If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ### Actions **Gore.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/riding_horse.md ================================================ name: Riding Horse type: beast cr: .25 # Riding Horse _Large beast, unaligned_ **Armor Class** 10 **Hit Points** 13 (2d10 + 2) **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) ### Actions **Hooves.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/roc.md ================================================ name: Roc type: monstrosity cr: 11 # Roc _Gargantuan monstrosity, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 248 (16d20 + 80) **Speed** 20 ft., fly 120 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 28 (+9) | 10 (+0) | 20 (+5) | 3 (−4) | 10 (+0) | 9 (−1) | **Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 11 (7,200 XP) **Keen Sight.** The roc has advantage on Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The roc makes two attacks: one with its beak and one with its talons. **Beak.** _Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 27 (4d8 + 9) piercing damage. **Talons.** _Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. ================================================ FILE: docs/gamemaster_rules/monsters/roper.md ================================================ name: Roper type: monstrosity cr: 5 # Roper _Large monstrosity, neutral evil_ **Armor Class** 20 (natural armor) **Hit Points** 93 (11d10 + 33) **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 8 (−1) | 17 (+3) | 7 (−2) | 16 (+3) | 6 (−2) | **Skills** Perception +6, Stealth +5 **Senses** darkvision 60 ft., passive Perception 16 **Languages** -- **Challenge** 5 (1,800 XP) **False Appearance.** While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. **Grasping Tendrils.** The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. **Spider Climb.** The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ### Actions **Multiattack.** The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 22 (4d8 + 4) piercing damage. **Tendril.** _Melee Weapon Attack:_ +7 to hit, reach 50 ft., one creature. _Hit:_ The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. **Reel.** The roper pulls each creature grappled by it up to 25 feet straight toward it. ================================================ FILE: docs/gamemaster_rules/monsters/rug_of_smothering.md ================================================ name: Rug of Smothering type: construct cr: 2 # Rug of Smothering _Large construct, unaligned_ **Armor Class** 12 **Hit Points** 33 (6d10) **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 **Languages** -- **Challenge** 2 (450 XP) **Antimagic Susceptibility.** The rug is incapacitated while in the area of an antimagic field. If targeted by **_dispel magic_**, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **Damage Transfer.** While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. **False Appearance.** While the rug remains motionless, it is indistinguishable from a normal rug. ### Actions **Smother.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one Medium or smaller creature. _Hit:_ The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/rust_monster.md ================================================ name: Rust Monster type: monstrosity cr: .5 # Rust Monster _Medium monstrosity, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 27 (5d8 + 5) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 12 (+1) | 13 (+1) | 2 (−4) | 13 (+1) | 6 (−2) | **Senses** darkvision 60 ft., passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) **Iron Scent.** The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. **Rust Metal.** Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8 + 1) piercing damage. **Antennae.** The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. ================================================ FILE: docs/gamemaster_rules/monsters/saber_toothed_tiger.md ================================================ name: Saber-Toothed Tiger type: beast cr: 2 # Saber-Toothed Tiger _Large beast, unaligned_ **Armor Class** 12 **Hit Points** 52 (7d10 + 14) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 14 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 8 (−1) | **Skills** Perception +3, Stealth +6 **Senses** passive Perception 13 **Languages** -- **Challenge** 2 (450 XP) **Keen Smell.** The tiger has advantage on Wisdom (Perception) checks that rely on smell. **Pounce.** If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (1d10 + 5) piercing damage. **Claw.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/sahuagin.md ================================================ name: Sahuagin type: humanoid (sahuagin) cr: .5 # Sahuagin _Medium humanoid (sahuagin), lawful evil_ **Armor Class** 12 (natural armor) **Hit Points** 22 (4d8 + 4) **Speed** 30 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (−1) | **Skills** Perception +5 **Senses** darkvision 120 ft., passive Perception 15 **Languages** Sahuagin **Challenge** 1/2 (100 XP) **Blood Frenzy.** The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. **Limited Amphibiousess.** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. **Shark Telepathy.** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. ### Actions **Multiattack.** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) piercing damage. **Claws.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) slashing damage. **Spear.** _Melee or _Ranged Weapon Attack:__ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ================================================ FILE: docs/gamemaster_rules/monsters/salamander.md ================================================ name: Salamander type: elemental cr: 5 # Salamander _Large elemental, neutral evil_ **Armor Class** 15 (natural armor) **Hit Points** 90 (12d10 + 24) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Vulnerabilities.** cold **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** fire **Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan **Challenge** 5 (1,800 XP) **Heated Body.** A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. **Heated Weapons.** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). ### Actions **Multiattack.** The salamander makes two attacks: one with its spear and one with its tail. **Spear.** _Melee or _Ranged Weapon Attack:__ +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. **Tail.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. ================================================ FILE: docs/gamemaster_rules/monsters/satyr.md ================================================ name: Satyr type: fey cr: .5 # Satyr _Medium fey, chaotic neutral_ **Armor Class** 14 (leather armor) **Hit Points** 31 (7d8) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | **Skills** Perception +2, Performance +6, Stealth +5 **Senses** passive Perception 12 **Languages** Common, Elvish, Sylvan **Challenge** 1/2 (100 XP) **Magic Resistance.** The satyr has advantage on saving throws against spells and other magical effects. ### Actions **Ram.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 6 (2d4 + 1) bludgeoning damage. **Shortsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. **Shortbow.** _Ranged Weapon Attack:_ +5 to hit, range 80/320 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/scorpion.md ================================================ name: Scorpion type: beast cr: 0 # Scorpion _Tiny beast, unaligned_ **Armor Class** 11 (natural armor) **Hit Points** 1 (1d4 − 1) **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 11 (+0) | 8 (−1) | 1 (−5) | 8 (−1) | 2 (−4) | **Senses** blindsight 10 ft., passive Perception 9 **Languages** -- **Challenge** 0 (10 XP) ### Actions **Sting.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/scout.md ================================================ name: Scout type: humanoid (any race) cr: .5 # Scout _Medium humanoid (any race), any alignment_ **Armor Class** 13 (leather armor) **Hit Points** 16 (3d8 + 3) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | **Skills** Nature +4, Perception +5, Stealth +6, Survival +5 **Senses** passive Perception 15 **Languages** any one language (usually Common) **Challenge** 1/2 (100 XP) **Keen Hearing and Sight.** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. ### Actions **Multiattack.** The scout makes two melee attacks or two ranged attacks. **Shortsword.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Longbow.** _Ranged Weapon Attack:_ +4 to hit, ranged 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ### Description Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. ================================================ FILE: docs/gamemaster_rules/monsters/sea_hag.md ================================================ name: Sea Hag type: fey cr: 2 # Sea Hag _Medium fey, chaotic evil_ **Armor Class** 14 (natural armor) **Hit Points** 52 (7d8 + 21) **Speed** 30 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | **Senses** darkvision 60 ft., passive Perception 11 **Languages** Aquan, Common, Giant **Challenge** 2 (450 XP) **Amphibious.** The hag can breathe air and water. **Horrific Appearance.** Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. ### Actions **Claws.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. **Death Glare.** The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. **Illusory Appearance.** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. ================================================ FILE: docs/gamemaster_rules/monsters/sea_horse.md ================================================ name: Sea Horse type: beast cr: 0 # Sea Horse _Tiny beast, unaligned_ **Armor Class** 11 **Hit Points** 1 (1d4 − 1) **Speed** 0 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 1 (−5) | 12 (+1) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) | **Senses** passive Perception 10 **Languages** -- **Challenge** 0 (0 XP) **Water Breathing.** The sea horse can breathe only underwater. ================================================ FILE: docs/gamemaster_rules/monsters/shadow.md ================================================ name: Shadow type: undead cr: .5 # Shadow _Medium undead, chaotic evil_ **Armor Class** 12 **Hit Points** 16 (3d8 + 3) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 14 (+2) | 13 (+1) | 6 (−2) | 10 (+0) | 8 (−1) | **Skills** Stealth +4 (+6 in dim light or darkness) **Damage Vulnerabilities.** radiant **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** necrotic, poison **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained **Senses** darkvision 60 ft., passive Perception 10 **Languages** -- **Challenge** 1/2 (100 XP) **Amorphous.** The shadow can move through a space as narrow as 1 inch wide without squeezing. **Shadow Stealth.** While in dim light or darkness, the shadow can take the Hide action as a bonus action. **Sunlight Weakness.** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. ### Actions **Strength Drain.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. ================================================ FILE: docs/gamemaster_rules/monsters/shambling_mound.md ================================================ name: Shambling Mound type: plant cr: 5 # Shambling Mound _Large plant, unaligned_ **Armor Class** 15 (natural armor) **Hit Points** 136 (16d10 + 48) **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 8 (−1) | 16 (+3) | 5 (−3) | 10 (+0) | 5 (−3) | **Skills** Stealth +2 **Damage Resistances** cold, fire **Damage Immunities** lightning **Condition Immunities** blinded, deafened, exhaustion **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 **Languages** -- **Challenge** 5 (1,800 XP) **Lightning Absorption.** Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. ### Actions **Multiattack.** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. **Slam.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. **Engulf.** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. ================================================ FILE: docs/gamemaster_rules/monsters/shield_guardian.md ================================================ name: Shield Guardian type: construct cr: 7 # Shield Guardian _Large construct, unaligned_ **Armor Class** 17 (natural armor) **Hit Points** 142 (15d10 + 60) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 8 (−1) | 18 (+4) | 7 (−2) | 10 (+0) | 3 (−4) | **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 **Damage Immunities** poison **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned **Languages** understands commands given in any language but can't speak **Challenge** 7 (2,900 XP) **Bound.** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. **Regeneration.** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. **Spell Storing.** A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. ### Actions **Multiattack.** The guardian makes two fist attacks. **Fist.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. ### Reactions **Shield.** When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. ================================================ FILE: docs/gamemaster_rules/monsters/shrieker.md ================================================ name: Shrieker type: plant cr: 0 # Shrieker _Medium plant, unaligned_ **Armor Class** 5 **Hit Points** 13 (3d8) **Speed** 0 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 1 (−5) | 1 (−5) | 10 (+0) | 1 (−5) | 3 (−4) | 1 (−5) | **Condition Immunities** blinded, deafened, frightened **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 **Languages** -- **Challenge** 0 (10 XP) **False Appearance.** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. ### Reactions **Shriek.** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. ================================================ FILE: docs/gamemaster_rules/monsters/silver_dragon_wyrmling.md ================================================ name: Silver Dragon Wyrmling type: dragon cr: 2 # Silver Dragon Wyrmling _Medium dragon, lawful good_ **Armor Class** 17 (natural armor) **Hit Points** 45 (6d8 + 18) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 **Skills** Perception +4, Stealth +2 **Damage Immunities** cold **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 2 (450 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10 + 4) piercing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. **Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/skeleton.md ================================================ name: Skeleton type: undead cr: .25 # Skeleton _Medium undead, lawful evil_ **Armor Class** 13 (armor scraps) **Hit Points** 13 (2d8 + 4) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 14 (+2) | 15 (+2) | 6 (−2) | 8 (−1) | 5 (−3) | **Damage Vulnerabilities.** bludgeoning **Damage Immunities** poison **Condition Immunities** exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 9 **Languages** understands all languages it knew in life but can't speak **Challenge** 1/4 (50 XP) ### Actions **Shortsword.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Shortbow.** _Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/solar.md ================================================ name: Solar cr: 21 type: celestial # Solar _Large celestial, lawful good_ **Armor Class** 21 (natural armor) **Hit Points** 243 (18d10 + 144) **Speed** 50 ft., fly 150 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|----------| | 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | **Saving Throws** Int +14, Wis +14, Cha +17 **Skills** Perception +14 **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** necrotic, poison **Condition Immunities** charmed, exhaustion, frightened, poisoned **Senses** truesight 120 ft., passive Perception 24 **Languages** all, telepathy 120 ft. **Challenge** 21 (33,000 XP) **Angelic Weapons.** The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). **Divine Awareness.** The solar knows if it hears a lie. **Innate Spellcasting.** The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: **_detect evil and good_**, **_invisibility_** (self only) 3/day each: **_blade barrier_**, **_dispel evil and good_**, **_resurrection_** 1/day each: **_commune_**, **_control weather_** **Magic Resistance.** The solar has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The solar makes two greatsword attacks. **Greatsword.** _Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. **Slaying Longbow.** _Ranged Weapon Attack:_ +13 to hit, range 150/600 ft., one target. _Hit:_ 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. **Flying Sword.** The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. **Healing Touch (4/Day).** The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. ### Legendary Actions The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. **Teleport.** The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **Searing Burst (Costs 2 Actions).** The solar emits magical, divine energy. Each creature of its choice in a 10-‐foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. **Blinding Gaze (Costs 3 Actions).** The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. ================================================ FILE: docs/gamemaster_rules/monsters/specter.md ================================================ name: Specter type: undead cr: 1 # Specter _Medium undead, chaotic evil_ **Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 1 (−5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** necrotic, poison **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious **Senses** darkvision 60 ft., passive Perception 10 **Languages** understands all languages it knew in life but can't speak **Challenge** 1 (200 XP) **Incorporeal Movement.** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **Sunlight Sensitivity.** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions **Life Drain.** _Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ================================================ FILE: docs/gamemaster_rules/monsters/spider.md ================================================ name: Spider type: beast cr: 0 # Spider _Tiny beast, unaligned_ **Armor Class** 12 **Hit Points** 1 (1d4 − 1) **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 2 (−4) | 14 (+2) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) | **Skills** Stealth +4 **Senses** darkvision 30 ft., passive Perception 10 **Languages** -- **Challenge** 0 (10 XP) **Spider Climb.** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Web Sense.** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **Web Walker.** The spider ignores movement restrictions caused by webbing. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. ================================================ FILE: docs/gamemaster_rules/monsters/spirit_naga.md ================================================ name: Spirit Naga type: monstrosity cr: 8 # Spirit Naga _Large monstrosity, chaotic evil_ **Armor Class** 15 (natural armor) **Hit Points** 75 (10d10 + 20) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | **Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 **Damage Immunities** poison **Condition Immunities** charmed, poisoned **Senses** darkvision 60 ft., passive Perception 12 **Languages** Abyssal, Common **Challenge** 8 (3,900 XP) **Rejuvenation.** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. **Spellcasting.** The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): **_mage hand, minor illusion, ray of frost_** 1st level (4 slots): **_charm person, detect magic, sleep_** 2nd level (3 slots): **_detect thoughts, hold person_** 3rd level (3 slots): **_lightning bolt, water breathing_** 4th level (3 slots): **_blight, dimension door_** 5th level (2 slots): **_dominate person_** ### Actions **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one creature. _Hit:_ 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/sprite.md ================================================ name: Sprite type: fey cr: .25 # Sprite _Tiny fey, neutral good_ **Armor Class** 15 (leather armor) **Hit Points** 2 (1d4) **Speed** 10 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | **Skills** Perception +3, Stealth +8 **Senses** passive Perception 13 **Languages** Common, Elvish, Sylvan **Challenge** 1/4 (50 XP) ### Actions **Longsword.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage. **Shortbow.** _Ranged Weapon Attack:_ +6 to hit, range 40/160 ft., one target. _Hit:_ 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. **Heart Sight.** The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. **Invisibility.** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. ================================================ FILE: docs/gamemaster_rules/monsters/spy.md ================================================ name: Spy type: humanoid (any race) cr: 1 # Spy _Medium humanoid (any race), any alignment_ **Armor Class** 12 **Hit Points** 27 (6d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | **Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 **Senses** passive Perception 16 **Languages** any two languages **Challenge** 1 (200 XP) **Cunning Action.** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. **Sneak Attack (1/Turn).** The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. ### Actions **Multiattack.** The spy makes two melee attacks. **Shortsword.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Hand Crossbow.** _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ### Description Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. ================================================ FILE: docs/gamemaster_rules/monsters/steam_mephit.md ================================================ name: Steam Mephit type: elemental cr: .25 # Steam Mephit _Small elemental, neutral evil_ **Armor Class** 10 **Hit Points** 21 (6d6) **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 5 (−3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 10 **Languages** Aquan, Ignan **Challenge** 1/4 (50 XP) **Death Burst.** When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. **Innate Spellcasting (1/Day)** The mephit can innately cast **_blur_**, requiring no material components. Its innate spellcasting ability is Charisma. ### Actions **Claws.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 2 (1d4) slashing damage plus 2 (1d4) fire damage. **Steam Breath (Recharge 6).** The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/stirge.md ================================================ name: Stirge type: beast cr: .125 # Stirge _Tiny beast, unaligned_ **Armor Class** 14 (natural armor) **Hit Points** 2 (1d4) **Speed** 10 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 4 (−3) | 16 (+3) | 11 (+0) | 2 (−4) | 8 (−1) | 6 (−2) | **Senses** darkvision 60 ft., passive Perception 9 **Languages** -- **Challenge** 1/8 (25 XP) ### Actions **Blood Drain.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. ================================================ FILE: docs/gamemaster_rules/monsters/stone_giant.md ================================================ name: Stone Giant type: giant cr: 7 # Stone Giant _Huge giant, neutral_ **Armor Class** 17 (natural armor) **Hit Points** 126 (11d12 + 55) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (−1) | **Saving Throws** Dex +5, Con +8, Wis +4 **Skills** Athletics +12, Perception +4 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Giant **Challenge** 7 (2,900 XP) **Stone Camouflage.** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ### Actions **Multiattack.** The giant makes two greatclub attacks. Greatclub. _Melee Weapon Attack:_ +9 to hit, reach 15 ft., one target. _Hit:_ 19 (3d8 + 6) bludgeoning damage. **Rock.** _Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. ### Reactions **Rock Catching.** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. ================================================ FILE: docs/gamemaster_rules/monsters/stone_golem.md ================================================ name: Stone Golem type: construct cr: 10 # Stone Golem _Large construct, unaligned_ **Armor Class** 17 (natural armor) **Hit Points** 178 (17d10 + 85) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 9 (−1) | 20 (+5) | 3 (−4) | 11 (+0) | 1 (−5) | **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** darkvision 120 ft., passive Perception 10 **Languages** understands the languages of its creator but can't speak **Challenge** 10 (5,900 XP) **Immutable Form.** The golem is immune to any spell or effect that would alter its form. **Magic Resistance.** The golem has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The golem's weapon attacks are magical. ### Actions **Multiattack.** The golem makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8 + 6) bludgeoning damage. **Slow (Recharge 5–6).** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/storm_giant.md ================================================ name: Storm Giant type: giant cr: 13 # Storm Giant _Huge giant, chaotic good_ **Armor Class** 16 (scale mail) **Hit Points** 230 (20d12 + 100) **Speed** 50 ft., swim 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | **Saving Throws** Str +14, Con +10, Wis +9, Cha +9 **Skills** Arcana +8, Athletics +14, History +8, Perception +9 **Damage Resistances** cold **Damage Immunities** lightning, thunder **Senses** passive Perception 19 **Languages** Common, Giant **Challenge** 13 (10,000 XP) **Amphibious.** The giant can breathe air and water. **Innate Spellcasting.** The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: **_detect magic_**, **_feather fall_**, **_levitate_**, **_light_** 3/day each: **_control weather_**, **_water breathing_** ### Actions **Multiattack.** The giant makes two greatsword attacks. **Greatsword.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 30 (6d6 + 9) slashing damage. **Rock.** _Ranged Weapon Attack:_ +14 to hit, range 60/240 ft., one target. _Hit:_ 35 (4d12 + 9) bludgeoning damage. **Lightning Strike (Recharge 5–6).** The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/succubusincubus.md ================================================ name: Succubus/Incubus type: fiend (shapechanger) cr: 4 # Succubus/Incubus _Medium fiend (shapechanger), neutral evil_ **Armor Class** 15 (natural armor) **Hit Points** 66 (12d8 + 12) **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks **Senses** darkvision 60 ft., passive Perception 15 **Languages** Abyssal, Common, Infernal, telepathy 60 ft. **Challenge** 4 (1,100 XP) **Telepathic Bond.** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. **Shapechanger.** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ### Actions **Claw (Fiend Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. **Charm.** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. **Draining Kiss.** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. **Etherealness.** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_bats.md ================================================ name: Swarm of Bats type: swarm of Tiny beasts cr: .25 # Swarm of Bats _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 5 (−3) | 15 (+2) | 10 (+0) | 2 (−4) | 12 (+1) | 4 (−3) | **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** blindsight 60 ft., passive Perception 11 **Languages** -- **Challenge** 1/4 (50 XP) **Echolocation.** The swarm can't use its blindsight while deafened. **Keen Hearing.** The swarm has advantage on Wisdom (Perception) checks that rely on hearing. **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 0 ft., one creature in the swarm's space. _Hit:_ 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_insects.md ================================================ name: Swarm of Insects type: swarm of Tiny beasts cr: .5 # Swarm of Insects _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 12 (natural armor) **Hit Points** 22 (5d8) **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 13 (+1) | 10 (+0) | 1 (−5) | 7 (−2) | 1 (−5) | **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** blindsight 10 ft., passive Perception 8 **Languages** -- **Challenge** 1/2 (100 XP) **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ### Actions **Bite.** _Melee Weapon Attack:_ +3 to hit, reach 0 ft., one target in the swarm's space. _Hit:_ 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_poisonous_snakes.md ================================================ name: Swarm of Poisonous Snakes type: swarm of Tiny beasts cr: 2 # Swarm of Poisonous Snakes _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 14 **Hit Points** 36 (8d8) **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 8 (−1) | 18 (+4) | 11 (+0) | 1 (−5) | 10 (+0) | 3 (−4) | **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** blindsight 10 ft., passive Perception 10 **Languages** -- **Challenge** 2 (450 XP) **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 0 ft., one creature in the swarm's space. _Hit:_ 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_quippers.md ================================================ name: Swarm of Quippers type: swarm of Tiny beasts cr: 1 # Swarm of Quippers _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 13 **Hit Points** 28 (8d8 − 8) **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (−2) | 2 (−4) | **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** darkvision 60 ft., passive Perception 8 **Languages** -- **Challenge** 1 (200 XP) **Blood Frenzy.** The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. **Water Breathing.** The swarm can breathe only underwater. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 0 ft., one creature in the swarm's space. _Hit:_ 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_rats.md ================================================ name: Swarm of Rats type: swarm of Tiny beasts cr: .25 # Swarm of Rats _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 10 **Hit Points** 24 (7d8 − 7) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 9 (−1) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 3 (−4) | **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** darkvision 30 ft., passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) **Keen Smell.** The swarm has advantage on Wisdom (Perception) checks that rely on smell. **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. ### Actions **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 0 ft., one target in the swarm's space. _Hit:_ 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. ================================================ FILE: docs/gamemaster_rules/monsters/swarm_of_ravens.md ================================================ name: Swarm of Ravens type: swarm of Tiny beasts cr: .25 # Swarm of Ravens _Medium swarm of Tiny beasts, unaligned_ **Armor Class** 12 **Hit Points** 24 (7d8 − 7) **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 14 (+2) | 8 (−1) | 3 (−4) | 12 (+1) | 6 (−2) | **Skills** Perception +5 **Damage Resistances** bludgeoning, piercing, slashing **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned **Senses** passive Perception 15 **Languages** -- **Challenge** 1/4 (50 XP) **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. ### Actions **Beaks.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target in the swarm's space. _Hit:_ 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. ================================================ FILE: docs/gamemaster_rules/monsters/tarrasque.md ================================================ name: Tarrasque type: monstrosity cr: 30 # Tarrasque _Gargantuan monstrosity (titan), unaligned_ **Armor Class** 25 (natural armor) **Hit Points** 676 (33d20 + 330) **Speed** 40ft | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) | **Saving Throws** Int +5, Wis +9, Cha +9 **Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** charmed, frightened, paralyzed, poisoned **Senses** blindsight 120ft., passive Perception 10 **Languages** - **Challenge** 30 (155,000 XP) **Legendary Resistance (3/Day).** If the tarrasque fails a saving throw, it can choose to succeed instead. **Magic Resistance.** The tarrasque has advantage on saving throws against spells and other magical effects. **Reflective Carapace.** Any time the tarrasque is targeted by a **_magic missle_** spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. **Siege Monster.** The tarrasque deals double damage to objects and structures. ### Actions **Multiattack.** The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. **Bite.** _Melee Weapon Attack:_ +19 to hit, reach 10 ft., one target. _Hit:_ 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. **Claw.** _Melee Weapon Attack:_ +19 to hit, reach 15ft., one target. _Hit:_ 28 (4d8 + 10) slashing damage. **Horns.** _Melee Weapon Attack:_ +19 to hit, reach 10ft., one target. _Hit:_ 32 (4d10 + 10) piercing damage. **Tail.** _Melee Weapon Attack:_ +19 to hit, reach 20ft., one target. _Hit:_ 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. **Frightful Presence.** Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. **Swallow.** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. ### Legendary Actions The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. **Attack.** The tarrasque makes one claw attack or tail attack. **Move.** The tarrasque moves up to half its speed. **Chomp (Costs 2 Actions).** The tarrasque makes one bite attack or uses its Swallow. ================================================ FILE: docs/gamemaster_rules/monsters/thug.md ================================================ name: Thug type: humanoid (any race) cr: .5 # Thug _Medium humanoid (any race), any non-good alignment_ **Armor Class** 11 (leather armor) **Hit Points** 32 (5d8 + 10) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | **Skills** Intimidation +2 **Senses** passive Perception 10 **Languages** any one language (usually Common) **Challenge** 1/2 (100 XP) **Pack Tactics.** The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Multiattack.** The thug makes two melee attacks. **Mace.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) bludgeoning damage. **Heavy Crossbow.** _Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage. ### Description Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. ================================================ FILE: docs/gamemaster_rules/monsters/tiger.md ================================================ name: Tiger type: beast cr: 1 # Tiger _Large beast, unaligned_ **Armor Class** 12 **Hit Points** 37 (5d10 + 10) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 15 (+2) | 14 (+2) | 3 (−4) | 12 (+1) | 8 (−1) | **Skills** Perception +3, Stealth +6 **Senses** darkvision 60 ft., passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) **Keen Smell.** The tiger has advantage on Wisdom (Perception) checks that rely on smell. **Pounce.** If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage. **Claw.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/treant.md ================================================ name: Treant type: plant cr: 9 # Treant _Huge plant, chaotic good_ **Armor Class** 16 (natural armor) **Hit Points** 138 (12d12 + 60) **Speed** 30ft. | STR | DEX | CON | INT | WIS | CHA | |---------|--------|---------|----------|---------|---------| | 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | **Damage Resistances** bludgeoning, piercing **Damage Vulnerabilities** fire **Senses** passive Perception 13 **Languages** Common, Druidic, Elvish, Sylvan **Challenge** 9 (5,000 XP) **False Appearance.** While the treant remains motionless, it is indistinguishable from a normal tree. **Siege Monster.** The treant deals double damage to objects and structures. ### Actions **Multiattack.** The treant makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 16 (3d6 + 6) bludgeoning damage. **Rock.** _Ranged Weapon Attack:_ +10 to hit, range 60/180 ft., one target. _Hit:_ 28 (4d10 + 6) bludgeoning damage. **Animate Trees (1/Day).** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. ================================================ FILE: docs/gamemaster_rules/monsters/tribal_warrior.md ================================================ name: Tribal Warrior type: humanoid (any race) cr: .125 # Tribal Warrior _Medium humanoid (any race), any alignment_ **Armor Class** 12 (hide armor) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 11 (+0) | 12 (+1) | 8 (−1) | 11 (+0) | 8 (−1) | **Senses** passive Perception 10 **Languages** any one language **Challenge** 1/8 (25 XP) **Pack Tactics.** The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Spear.** _Melee or _Ranged Weapon Attack:__ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ### Description Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. ================================================ FILE: docs/gamemaster_rules/monsters/triceratops.md ================================================ name: Triceratops type: beast cr: 5 # Triceratops _Huge beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 95 (10d12 + 30) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 22 (+6) | 9 (−1) | 17 (+3) | 2 (−4) | 11 (+0) | 5 (−3) | **Senses** passive Perception 10 **Languages** -- **Challenge** 5 (1,800 XP) **Trampling Charge.** If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. ### Actions **Gore.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 24 (4d8 + 6) piercing damage. **Stomp.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one prone creature. _Hit:_ 22 (3d10 + 6) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/troll.md ================================================ name: Troll type: giant cr: 5 # Troll _Large giant, chaotic evil_ **Armor Class** 15 (natural armor) **Hit Points** 84 (8d10 + 40) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|--------|--------| | 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) | **Skills** Perception +2 **Senses** darkvision 60 ft., passive Perception 12 **Languages** Giant **Challenge** 5 (1,800 XP) **Keen Smell.** The troll has advantage on Wisdom (Perception) checks that rely on smell. **Regeneration.** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ### Actions **Multiattack.** The troll makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6 + 4) piercing damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/tyrannosaurus_rex.md ================================================ name: Tyrannosaurus Rex type: beast cr: 8 # Tyrannosaurus Rex _Huge beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 136 (13d12 + 52) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 25 (+7) | 10 (+0) | 19 (+4) | 2 (−4) | 12 (+1) | 9 (−1) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 8 (3,900 XP) ### Actions **Multiattack.** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. **Tail.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 20 (3d8 + 7) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/unicorn.md ================================================ name: Unicorn type: celestial cr: 5 # Unicorn _Large celestial, lawful good_ **Armor Class** 12 **Hit Points** 67 (9d10 + 18) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | **Damage Immunities** poison **Condition Immunities** charmed, paralyzed, poisoned **Senses** darkvision 60 ft., passive Perception 13 **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. **Challenge** 5 (1,800 XP) **Charge.** If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. **Innate Spellcasting.** The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: **_detect evil and good, druidcraft, pass without trace_** 1/day each: **_calm emotions, dispel evil and good, entangle_** **Magic Resistance.** The unicorn has advantage on saving throws against spells and other magical effects. **Magic Weapons.** The unicorn's weapon attacks are magical. ### Actions **Multiattack.** The unicorn makes two attacks: one with its hooves and one with its horn. **Hooves.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. **Horn.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) piercing damage. **Healing Touch (3/Day).** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. **Teleport (1/Day).** The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. ### Legendary Actions The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. **Hooves.** The unicorn makes one attack with its hooves. **Shimmering Shield (Costs 2 Actions).** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. **Heal Self (Costs 3 Actions).** The unicorn magically regains 11 (2d8 + 2) hit points. ================================================ FILE: docs/gamemaster_rules/monsters/vampire.md ================================================ name: Vampire type: undead (shapechanger) cr: 13 # Vampire _Medium undead (shapechanger), lawful evil_ **Armor Class** 16 (natural armor) **Hit Points** 144 (17d8 + 68) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) | **Saving Throws** Dex +9, Wis +7, Cha +9 **Skills** Perception +7, Stealth +9 **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks **Senses** darkvision 120 ft., passive Perception 17 **Languages** the languages it knew in life **Challenge** 13 (10,000 XP) **Shapechanger.** If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution damage, except the damage it takes from sunlight. **Legendary Resistance (3/Day).** If the vampire fails a saving throw, it can choose to succeed instead. **Misty Escape.** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. **Regeneration.** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. **Spider Climb.** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Vampire Weaknesses.** The vampire has the following flaws: _Forbiddance._ The vampire can't enter a residence without an invitation from one of the occupants. _Harmed by Running Water._ The vampire takes 20 acid damage if it ends its turn in running water. _Stake to the Heart._ If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. _Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ### Actions **Multiattack. (Vampire Form Only).** The vampire makes two attacks, only one of which can be a bite attack. **Unarmed Strike (Vampire Form Only).** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). **Bite. (Bat or Vampire Form Only).** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. **Charm.** The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. **Children of the Night (1/Day).** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ### Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. **Move.** The vampire moves up to its speed without provoking opportunity attacks. **Unarmed Strike.** The vampire makes one unarmed strike. **Bite (Costs 2 Actions).** The vampire makes one bite attack. ================================================ FILE: docs/gamemaster_rules/monsters/vampire_spawn.md ================================================ name: Vampire Spawn type: undead cr: 5 # Vampire Spawn _Medium undead, neutral evil_ **Armor Class** 15 (natural armor) **Hit Points** 82 (11d8 + 33) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | **Saving Throws** Dex +6, Wis +3 **Skills** Perception +3, Stealth +6 **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks **Senses** darkvision 60 ft., passive Perception 13 **Languages** the languages it knew in life **Challenge** 5 (1,800 XP) **Regeneration.** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. **Spider Climb.** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **Vampire Weaknesses.** The vampire has the following flaws: _Forbiddance._ The vampire can't enter a residence without an invitation from one of the occupants. _Harmed by Running Water._ The vampire takes 20 acid damage when it ends its turn in running water. _Stake to the Heart._ The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. _Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ### Actions **Multiattack.** The vampire makes two attacks, only one of which can be a bite attack. **Claws.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ================================================ FILE: docs/gamemaster_rules/monsters/veteran.md ================================================ name: Veteran type: humanoid (any race) cr: 3 # Veteran _Medium humanoid (any race), any alignment_ **Armor Class** 17 (splint) **Hit Points** 58 (9d8 + 18) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Athletics +5, Perception +2 **Senses** passive Perception 12 **Languages** any one language (usually Common) **Challenge** 3 (700 XP) ### Actions **Multiattack.** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. **Longsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. **Shortsword.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage. **Heavy Crossbow.** _Ranged Weapon Attack:_ +3 to hit, range 100/400 ft., one target. _Hit:_ 6 (1d10 + 1) piercing damage. ### Description Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. ================================================ FILE: docs/gamemaster_rules/monsters/violet_fungus.md ================================================ name: Violet Fungus type: plant cr: .25 # Violet Fungus _Medium plant, unaligned_ **Armor Class** 5 **Hit Points** 18 (4d8) **Speed** 5 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 1 (−5) | 10 (+0) | 1 (−5) | 3 (−4) | 1 (−5) | **Condition Immunities** blinded, deafened, frightened **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 **Languages** -- **Challenge** 1/4 (50 XP) **False Appearance.** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. ### Actions **Multiattack.** The fungus makes 1d4 Rotting Touch attacks. **Rotting Touch.** _Melee Weapon Attack:_ +2 to hit, reach 10 ft., one creature. _Hit:_ 4 (1d8) necrotic damage. ================================================ FILE: docs/gamemaster_rules/monsters/vrock.md ================================================ name: Vrock type: fiend (demon) cr: 6 # Vrock _Large fiend (demon), chaotic evil_ **Armor Class** 15 (natural armor) **Hit Points** 104 (11d10 + 44) **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |----------|---------|----------|---------|---------|---------| | 17 (+3) | 15 (+2) | 18 (+4) | 8 (−1) | 13 (+1) | 8 (−1) | **Saving Throws** Dex +5, Wis +4, Cha +2 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 11 **Languages** Abyssal, telepathy 120 ft. **Challenge** 6 (2,300 XP) **Magic Resistance.** The vrock has advantage on saving throws against spells and other magical effects. ### Actions **Multiattack.** The vrock makes two attacks: one with its beak and one with its talons. **Beak.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. **Talons.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10 + 3) slashing damage. **Spores (Recharge 6).** A 15‐foot‐radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. **Stunning Screech (1/Day).** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. ================================================ FILE: docs/gamemaster_rules/monsters/vulture.md ================================================ name: Vulture type: beast cr: 0 # Vulture _Medium beast, unaligned_ **Armor Class** 10 **Hit Points** 5 (1d8 + 1) **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 7 (−2) | 10 (+0) | 13 (+1) | 2 (−4) | 12 (+1) | 4 (−3) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Keen Sight and Smell.** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. **Pack Tactics.** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Beak.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/warhorse.md ================================================ name: Warhorse type: beast cr: .5 # Warhorse _Large beast, unaligned_ **Armor Class** 11 **Hit Points** 19 (3d10 + 3) **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 12 (+1) | 13 (+1) | 2 (−4) | 12 (+1) | 7 (−2) | **Senses** passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) **Trampling Charge.** If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. ### Actions **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/warhorse_skeleton.md ================================================ name: Warhorse Skeleton type: undead cr: .5 # Warhorse Skeleton _Large undead, lawful evil_ **Armor Class** 13 (barding scraps) **Hit Points** 22 (3d10 + 6) **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 12 (+1) | 15 (+2) | 2 (−4) | 8 (−1) | 5 (−3) | **Damage Vulnerabilities.** bludgeoning **Damage Immunities** poison **Condition Immunities** exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 9 **Languages** -- **Challenge** 1/2 (100 XP) ### Actions **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/monsters/water_elemental.md ================================================ name: Water Elemental type: elemental cr: 5 # Water Elemental _Large elemental, neutral_ **Armor Class** 14 (natural armor) **Hit Points** 114 (12d10 + 48) **Speed** 30 ft., swim 90 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 14 (+2) | 18 (+4) | 5 (−3) | 10 (+0) | 8 (−1) | **Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious **Senses** darkvision 60 ft., passive Perception 10 **Languages** Aquan **Challenge** 5 (1,800 XP) **Water Form.** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. **Freeze.** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ### Actions **Multiattack.** The elemental makes two slam attacks. **Slam.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. **Whelm (Recharge 4–6).** Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. ================================================ FILE: docs/gamemaster_rules/monsters/weasel.md ================================================ name: Weasel type: beast cr: 0 # Weasel _Tiny beast, unaligned_ **Armor Class** 13 **Hit Points** 1 (1d4 − 1) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 3 (−4) | 16 (+3) | 8 (−1) | 2 (−4) | 12 (+1) | 3 (−4) | **Skills** Perception +3, Stealth +5 **Senses** passive Perception 13 **Languages** -- **Challenge** 0 (10 XP) **Keen Hearing and Smell.** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/werebear.md ================================================ name: Werebear type: humanoid (human, shapechanger) cr: 5 # Werebear _Medium humanoid (human, shapechanger), neutral good_ **Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form **Hit Points** 135 (18d8 + 54) **Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | **Skills** Perception +7 **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Senses** passive Perception 17 **Languages** Common (can't speak in bear form) **Challenge** 5 (1,800 XP) **Shapechanger.** The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Keen Smell.** The werebear has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack.** In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. **Bite (Bear or Hybrid Form Only).** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. **Claw (Bear or Hybrid Form Only).** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. **Greataxe (Humanoid or Hybrid Form Only).** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12 + 4) slashing damage. ================================================ FILE: docs/gamemaster_rules/monsters/wereboar.md ================================================ name: Wereboar type: humanoid (human, shapechanger) cr: 4 # Wereboar _Medium humanoid (human, shapechanger), neutral evil_ **Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form **Hit Points** 78 (12d8 + 24) **Speed** 30 ft. (40 ft. in boar form) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (−1) | **Skills** Perception +2 **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Senses** passive Perception 12 **Languages** Common (can't speak in boar form) **Challenge** 4 (1,100 XP) **Shapechanger.** The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Charge (Boar or Hybrid Form Only).** If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **Relentless (Recharges after a Short or Long Rest).** If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ### Actions **Multiattack (Humanoid or Hybrid Form Only).** The wereboar makes two attacks, only one of which can be with its tusks. **Maul (Humanoid or Hybrid Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. **Tusks (Boar or Hybrid Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. ================================================ FILE: docs/gamemaster_rules/monsters/wererat.md ================================================ name: Wererat type: humanoid (human, shapechanger) cr: 2 # Wererat _Medium humanoid (human, shapechanger), lawful evil_ **Armor Class** 12 **Hit Points** 33 (6d8 + 6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (−1) | **Skills** Perception +2, Stealth +4 **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Senses** darkvision 60 ft. (rat form only), passive Perception 12 **Languages** Common (can't speak in rat form) **Challenge** 2 (450 XP) **Shapechanger.** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Keen Smell.** The wererat has advantage on Wisdom (Perception) checks that rely on smell. ### Actions **Multiattack (Humanoid or Hybrid Form Only).** The wererat makes two attacks, only one of which can be a bite. **Bite (Rat or Hybrid Form Only).** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. **Shortsword (Humanoid or Hybrid Form Only).** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. **Hand Crossbow (Humanoid or Hybrid Form Only).** _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/weretiger.md ================================================ name: Weretiger type: humanoid (human, shapechanger) cr: 4 # Weretiger _Medium humanoid (human, shapechanger), neutral_ **Armor Class** 12 **Hit Points** 120 (16d8 + 48) **Speed** 30 ft. (40 ft. in tiger form) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | **Skills** Perception +5, Stealth +4 **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Senses** darkvision 60 ft., passive Perception 15 **Languages** Common (can't speak in tiger form) **Challenge** 4 (1,100 XP) **Shapechanger.** The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Keen Hearing and Smell.** The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pounce (Tiger or Hybrid Form Only).** If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. ### Actions **Multiattack (Humanoid or Hybrid Form Only).** In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. **Bite (Tiger or Hybrid Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. **Claw (Tiger or Hybrid Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage. **Scimitar (Humanoid or Hybrid Form Only).** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. **Longbow (Humanoid or Hybrid Form Only).** _Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/werewolf.md ================================================ name: Werewolf type: humanoid (human, shapechanger) cr: 3 # Werewolf _Medium humanoid (human, shapechanger), chaotic evil_ **Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form **Hit Points** 58 (9d8 + 18) **Speed** 30 ft. (40 ft. in wolf form) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Perception +4, Stealth +3 **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Senses** passive Perception 14 **Languages** Common (can't speak in wolf form) **Challenge** 3 (700 XP) **Shapechanger.** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **Keen Hearing and Smell.** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Multiattack. (Humanoid or Hybrid Form Only).** The werewolf makes two attacks: one with its bite and one with its claws or spear. **Bite (Wolf or Hybrid Form Only).** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. **Claws. (Hybrid Form Only).** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (2d4 + 2) slashing damage. **Spear (Humanoid Form Only).** _Melee or _Ranged Weapon Attack:__ +4 to hit, reach 5 ft. or range 20/60 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. ================================================ FILE: docs/gamemaster_rules/monsters/white_dragon_wyrmling.md ================================================ name: White Dragon Wyrmling type: dragon cr: 2 # White Dragon Wyrmling _Medium dragon, chaotic evil_ **Armor Class** 16 (natural armor) **Hit Points** 32 (5d8 + 10) **Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 14 (+2) | 10 (+0) | 14 (+2) | 5 (−3) | 10 (+0) | 11 (+0) | **Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 **Skills** Perception +4, Stealth +2 **Damage Immunities** cold **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 **Languages** Draconic **Challenge** 2 (450 XP) ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. **Cold Breath (Recharge 5–6).** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/wight.md ================================================ name: Wight type: undead cr: 3 # Wight _Medium undead, neutral evil_ **Armor Class** 14 (studded leather) **Hit Points** 45 (6d8 + 18) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Skills** Perception +3, Stealth +4 **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** poison **Condition Immunities** exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 13 **Languages** the languages it knew in life **Challenge** 3 (700 XP) **Sunlight Sensitivity.** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions **Multiattack.** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. **Life Drain.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. **Longsword.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. **Longbow.** _Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/will_o_wisp.md ================================================ name: Will-o'-Wisp type: undead cr: 2 # Will-o'-Wisp _Tiny undead, chaotic evil_ **Armor Class** 19 **Hit Points** 22 (9d4) **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 1 (−5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | **Damage Immunities** lightning, poison **Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious **Senses** darkvision 120 ft., passive Perception 12 **Languages** the languages it knew in life **Challenge** 2 (450 XP) **Consume Life.** As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. **Ephemeral.** The will-o'-wisp can't wear or carry anything. **Incorporeal Movement.** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **Variable Illumination.** The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. ### Actions **Shock.** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d8) lightning damage. **Invisibility.** The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). ================================================ FILE: docs/gamemaster_rules/monsters/winter_wolf.md ================================================ name: Winter Wolf type: monstrosity cr: 3 # Winter Wolf _Large monstrosity, neutral evil_ **Armor Class** 13 (natural armor) **Hit Points** 75 (10d10 + 20) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 13 (+1) | 14 (+2) | 7 (−2) | 12 (+1) | 8 (−1) | **Skills** Perception +5, Stealth +3 **Damage Immunities** cold **Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP) **Keen Hearing and Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics.** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. **Snow Camouflage.** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ### Actions **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. **Cold Breath (Recharge 5–6).** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. ### Description The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. ================================================ FILE: docs/gamemaster_rules/monsters/wolf.md ================================================ name: Wolf type: beast cr: .25 # Wolf _Medium beast, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 11 (2d8 + 2) **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 15 (+2) | 12 (+1) | 3 (−4) | 12 (+1) | 6 (−2) | **Skills** Perception +3, Stealth +4 **Senses** passive Perception 13 **Languages** -- **Challenge** 1/4 (50 XP) **Keen Hearing and Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics.** The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions **Bite.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ================================================ FILE: docs/gamemaster_rules/monsters/worg.md ================================================ name: Worg type: monstrosity cr: .5 # Worg _Large monstrosity, neutral evil_ **Armor Class** 13 (natural armor) **Hit Points** 26 (4d10 + 4) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 13 (+1) | 13 (+1) | 7 (−2) | 11 (+0) | 8 (−1) | **Skills** Perception +4 **Senses** darkvision 60 ft., passive Perception 14 **Languages** Goblin, Worg **Challenge** 1/2 (100 XP) **Keen Hearing and Smell.** The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Actions **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ### Description A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. ================================================ FILE: docs/gamemaster_rules/monsters/wraith.md ================================================ name: Wraith type: undead cr: 5 # Wraith _Medium undead, neutral evil_ **Armor Class** 13 **Hit Points** 67 (9d8 + 27) **Speed** 0 ft., fly 60 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 6 (−2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** necrotic, poison **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained **Senses** darkvision 60 ft., passive Perception 12 **Languages** the languages it knew in life **Challenge** 5 (1,800 XP) **Incorporeal Movement.** The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **Sunlight Sensitivity.** While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions **Life Drain.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. **Create Specter.** The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. ================================================ FILE: docs/gamemaster_rules/monsters/wyvern.md ================================================ name: Wyvern type: dragon cr: 6 # Wyvern _Large dragon, unaligned_ **Armor Class** 13 (natural armor) **Hit Points** 110 (13d10 + 39) **Speed** 20 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 16 (+3) | 5 (−3) | 12 (+1) | 6 (−2) | **Skills** Perception +4 **Senses** darkvision 60 ft., passive Perception 14 **Languages** -- **Challenge** 6 (2,300 XP) ### Actions **Multiattack.** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one creature. _Hit:_ 11 (2d6 + 4) piercing damage. **Claws.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) slashing damage. **Stinger.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one creature. _Hit:_ 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/xorn.md ================================================ name: Xorn type: elemental cr: 5 # Xorn _Medium elemental, neutral_ **Armor Class** 19 (natural armor) **Hit Points** 73 (7d8 + 42) **Speed** 20 ft., burrow 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) | **Skills** Perception +6, Stealth +3 **Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 **Languages** Terran **Challenge** 5 (1,800 XP) **Earth Glide.** The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. **Stone Camouflage.** The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. **Treasure Sense.** The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ### Actions **Multiattack.** The xorn makes three claw attacks and one bite attack. **Claw.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6 + 3) piercing damage. ================================================ FILE: docs/gamemaster_rules/monsters/young_black_dragon.md ================================================ name: Young Black Dragon type: dragon cr: 7 # Young Black Dragon _Large dragon, chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 127 (15d10 + 45) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +5, Con +6, Wis +3, Cha +5 **Skills** Perception +6, Stealth +5 **Damage Immunities** acid **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 **Languages** Common, Draconic **Challenge** 7 (2,900 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Acid Breath (Recharge 5–6).** The dragon exhales acid in a 30‐foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/young_blue_dragon.md ================================================ name: Young Blue Dragon type: dragon cr: 9 # Young Blue Dragon _Large dragon, lawful evil_ **Armor Class** 18 (natural armor) **Hit Points** 152 (16d10 + 64) **Speed** 40 ft., burrow 20 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | **Saving Throws** Dex +4, Con +8, Wis +5, Cha +7 **Skills** Perception +9, Stealth +4 **Damage Immunities** lightning **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 **Languages** Common, Draconic **Challenge** 9 (5,000 XP) ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. **Claw.** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage. **Lightning Breath (Recharge 5–6).** The dragon exhales lightning in an 60-‐foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/young_brass_dragon.md ================================================ name: Young Brass Dragon type: dragon cr: 6 # Young Brass Dragon _Large dragon, chaotic good_ **Armor Class** 17 (natural armor) **Hit Points** 110 (13d10 + 39) **Speed** 40 ft., burrow 20 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | **Saving Throws** Dex +3, Con +6, Wis +3, Cha +5 **Skills** Perception +6, Persuasion +5, Stealth +3 **Damage Immunities** fire **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 **Languages** Common, Draconic **Challenge** 6 (2,300 XP) ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. **Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. ================================================ FILE: docs/gamemaster_rules/monsters/young_bronze_dragon.md ================================================ name: Young Bronze Dragon type: dragon cr: 8 # Young Bronze Dragon _Large dragon, lawful good_ **Armor Class** 18 (natural armor) **Hit Points** 142 (15d10 + 60) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | **Saving Throws** Dex +3, Con +7, Wis +4, Cha +6 **Skills** Insight +4, Perception +7, Stealth +3 **Damage Immunities** lightning **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 **Languages** Common, Draconic **Challenge** 8 (3,900 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10 + 5) piercing damage. **Claw.** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Lightning Breath.** The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. ================================================ FILE: docs/gamemaster_rules/monsters/young_copper_dragon.md ================================================ name: Young Copper Dragon type: dragon cr: 7 # Young Copper Dragon _Large dragon, chaotic good_ **Armor Class** 17 (natural armor) **Hit Points** 119 (14d10 + 42) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | **Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 **Skills** Deception +5, Perception +7, Stealth +4 **Damage Immunities** acid **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 **Languages** Common, Draconic **Challenge** 7 (2,900 XP) ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ================================================ FILE: docs/gamemaster_rules/monsters/young_gold_dragon.md ================================================ name: Young Gold Dragon type: dragon cr: 10 # Young Gold Dragon _Large dragon, lawful good_ **Armor Class** 18 (natural armor) **Hit Points** 178 (17d10 + 85) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) | **Saving Throws** Dex +6, Con +9, Wis +5, Cha +9 **Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 **Damage Immunities** fire **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 **Languages** Common, Draconic **Challenge** 10 (5,900 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage. **Claw.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. **Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/young_green_dragon.md ================================================ name: Young Green Dragon type: dragon cr: 8 # Young Green Dragon _Large dragon, lawful evil_ **Armor Class** 18 (natural armor) **Hit Points** 136 (16d10 + 48) **Speed** 40 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | **Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 **Skills** Deception +5, Perception +7, Stealth +4 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 **Languages** Common, Draconic **Challenge** 8 (3,900 XP) **Amphibious.** The dragon can breathe air and water. ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Poison Breath (Recharge 5–6).** The dragon exhales poisonous gas in a 30‐foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/young_red_dragon.md ================================================ name: Young Red Dragon type: dragon cr: 10 # Young Red Dragon _Large dragon, chaotic evil_ **Armor Class** 18 (natural armor) **Hit Points** 178 (17d10 + 85) **Speed** 40 ft., climb 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | **Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 **Skills** Perception +8, Stealth +4 **Damage Immunities** fire **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 **Languages** Common, Draconic **Challenge** 10 (5,900 XP) ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. **Claw.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Fire Breath (Recharge 5–6).** The dragon exhales fire in a 30‐foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/young_silver_dragon.md ================================================ name: Young Silver Dragon type: dragon cr: 9 # Young Silver Dragon _Large dragon, lawful good_ **Armor Class** 18 (natural armor) **Hit Points** 168 (16d10 + 80) **Speed** 40 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | **Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 **Skills** Arcana +6, History +6, Perception +8, Stealth +4 **Damage Immunities** cold **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 **Languages** Common, Draconic **Challenge** 9 (5,000 XP) ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage. **Claw.** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage. **Breath Weapons (Recharge 5–6).** The dragon uses one of the following breath weapons. **Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. **Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ================================================ FILE: docs/gamemaster_rules/monsters/young_white_dragon.md ================================================ name: Young White Dragon type: dragon cr: 6 # Young White Dragon _Large dragon, chaotic evil_ **Armor Class** 17 (natural armor) **Hit Points** 133 (14d10 + 56) **Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 10 (+0) | 18 (+4) | 6 (−2) | 11 (+0) | 12 (+1) | **Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 **Skills** Perception +6, Stealth +3 **Damage Immunities** cold **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 **Languages** Common, Draconic **Challenge** 6 (2,300 XP) **Ice Walk.** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. ### Actions **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Bite.** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. **Claw.** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. **Cold Breath (Recharge 5–6).** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/monsters/zombie.md ================================================ name: Zombie type: undead cr: .25 # Zombie _Medium undead, neutral evil_ **Armor Class** 8 **Hit Points** 22 (3d8 + 9) **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 13 (+1) | 6 (−2) | 16 (+3) | 3 (−4) | 6 (−2) | 5 (−3) | **Saving Throws** Wis +0 **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 60 ft., passive Perception 8 **Languages** understands the languages it knew in life but can't speak **Challenge** 1/4 (50 XP) **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ### Actions **Slam.** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage. ================================================ FILE: docs/gamemaster_rules/nonplayer_characters.md ================================================ description: Rules about nonplayer characters from the 5th Edition (5e) SRD (System Reference Document). # Nonplayer Characters ## Customizing NPCs There are many easy ways to customize the NPCs for your home campaign. **Racial Traits.** You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Player's Handbook. **Spell Swaps.** One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. **Armor and Weapon Swaps.** You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. **Magic Items.** The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. ================================================ FILE: docs/gamemaster_rules/objects.md ================================================ description: Rules for interacting with objects from the 5th Edition (5e) SRD (System Reference Document). # Objects When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. ## Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. **Armor Class.** An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. | Substance | AC | |---------------------|----| | Cloth, paper, rope | 11 | | Crystal, glass, ice | 13 | | Wood, bone | 15 | | Stone | 17 | | Iron, steel | 19 | | Mithral | 21 | | Admantine | 23 | **Hit Points.** An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. | Size | Fragile | Resilient | |---------------------------------------|----------|-----------| | Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) | | Small (chest, lute) | 3 (1d6) | 10 (3d6) | | Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) | | Large (Cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) | **Huge and Gargantuan Objects.** Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an **_earthquake spell_** can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. **Objects and Damage Types.** Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment. **Damage Threshold.** Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points. ================================================ FILE: docs/gamemaster_rules/poisons.md ================================================ description: Rules and descriptions governing poisons from the 5th Edition (5e) SRD (System Reference Document). # Poisons Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types. **Contact.** 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. **Ingested.** 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 damage on a failed save. **Inhaled.** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. **Injury.** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. | Item | Type | Price per Dose | |--------------------|-----------|----------------| | Assassin's blood | Ingested | 150 gp | | Burnt othur fumes | Inhaled | 500 gp | | Crawler mucus | Contact | 200 gp | | Drow poison | Injury | 200 gp | | Essence of ether | Inhaled | 300 gp | | Malice | Inhaled | 250 gp | | Midnight tears | Ingested | 1,500 gp | | Oil of taggit | Contact | 400 gp | | Pale tincture | Ingested | 250 gp | | Purple worm poison | Injury | 2,000 gp | | Serpent venom | Injury | 200 gp | | Torpor | Ingested | 600 gp | | Truth serum | Ingested | 150 gp | | Wyvern poison | Injury | 1,200 gp | ## Sample Poisons Each type of poison has its own debilitating effects. **Assassin's Blood (Ingested).** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. **Burnt Othur Fumes (Inhaled).** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. **Crawler Mucus (Contact).** This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Drow Poison (Injury).** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. **Essence of Ether (Inhaled).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. **Malice (Inhaled).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. **Midnight Tears (Ingested).** A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. **Oil of Taggit (Contact).** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. **Pale Tincture (Ingested).** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. **Purple Worm Poison (Injury).** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. **Serpent Venom (Injury).** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison 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. **Torpor (Ingested).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. **Truth Serum (Ingested).** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. **Wyvern Poison (Injury).** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ================================================ FILE: docs/gamemaster_rules/sentient_magical_items.md ================================================ description: Rules and information for creating sentient magic items from the 5th Edition (5e) SRD (System Reference Document). # Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. ## Creating Sentient Magic Items When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. ### Abilities A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. ### Communication A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. | d100 | Communication | |-------|---------------| | 01-60 | The item communicates by transmitting emotion to the creature carrying or wielding it. | | 61-90 | The item can speak, read, and understand one or more languages. | | 91-00 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | ### Senses With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. | d4 | Senses | |----|--------------------------------------------| | 1 | Hearing and normal vision out to 30 feet. | | 2 | Hearing and normal vision out to 60 feet. | | 3 | Hearing and normal vision out to 120 feet. | | 4 | Hearing and darkvision out to 120 feet. | ### Alignment A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. | d100 | Alignment | |-------|-----------------| | 01-15 | Lawful good | | 16-35 | Neutral good | | 36-50 | Chaotic good | | 51-63 | Lawful neutral | | 64-73 | Neutral | | 74-85 | Chaotic neutral | | 86-89 | Lawful evil | | 90-96 | Neutral evil | | 97-00 | Chaotic evil | ### Special Purpose You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. | d10 | Purpose | |-----|----------------------------------------------------------------------------------------------------------------------------------------| | 1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) | | 2 | Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. | | 3 | Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. | | 4 | Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. | | 5 | Templar: The item seeks to defend the servants and interests of a particular deity. | | 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. | | 7 | Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. | | 8 | Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. | | 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. | | 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. | ### Conflict A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands: * The item insists on being carried or worn at all times. * The item demands that its wielder dispose of anything the item finds repugnant. * The item demands that its wielder pursue the item's goals to the exclusion of all other goals. * The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes, the item can do any or all of the following: * Make it impossible for its wielder to attune to it. * Suppress one or more of its activated properties. * Attempt to take control of its wielder. If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. ================================================ FILE: docs/gamemaster_rules/templates/halfdragon_template.md ================================================ # Half-Dragon Template A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. **Challenge**. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. **Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. **Resistances.** The half-dragon gains resistance to a type of damage based on its color. | Color | Damage Resistance | |---------------------|-------------------| | Black or copper | Acid | | Blue or bronze | Lightning | | Brass, gold, or red | Fire | | Green | Poison | | Silver or white | Cold | **Languages**. The half-dragon speaks Draconic in addition to any other languages it knows. **New Action: Breath Weapon.** The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions. | Size | Breath Weapon | Optional Prerequisite | |------------------|--------------------|-----------------------| | Large or smaller | As a wyrmling | Challenge 2 or higher | | Huge | As a young dragon | Challenge 7 or higher | | Gargantuan | As an adult dragon | Challenge 8 or higher | ================================================ FILE: docs/gamemaster_rules/templates/index.md ================================================ # Templates * [Halfdragon Template](/gamemaster_rules/templates/halfdragon_template/) ================================================ FILE: docs/gamemaster_rules/traps.md ================================================ description: Rules and descriptions of traps from the 5th Edition (5e) SRD (System Reference Document). # Traps Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as **_glyph of warding_** and **_symbol_** that function as traps. ## Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. ### Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the **_glyph of warding_** spell) have more complicated trigger conditions, including a password that prevents the trap from activating. ### Detecting and Disabling a Trap Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, **_dispel magic_** has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use **_dispel magic_**. In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. ### Trap Effects The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels. #### Trap Save DCs and Attack Bonuses | Trap Danger | Save DC | Attack Bonus | |-------------|---------|--------------| | Setback | 10-11 | +3 to +5 | | Dangerous | 12-15 | +6 to +8 | | Deadly | 16-20 | +9 to +12 | #### Damage Severity by Level | Character Level | Setback | Dangerous | Deadly | |-----------------|---------|-----------|--------| | 1st-4th | 1d10 | 2d10 | 4d10 | | 5th-10th | 2d10 | 4d10 | 10d10 | | 11th-16th | 4d10 | 10d10 | 18d10 | | 17th-20th | 10d10 | 18d10 | 24d10 | ### Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded. ## Sample Traps The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. ### Collapsing Roof _Mechanical trap_ This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. ### Falling Net _Mechanical trap_ This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. ### Fire-Breathing Statue _Magic trap_ This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as **_detect magic_**, reveals an aura of evocation magic around the statue. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful **_dispel magic_** (DC 13) cast on the statue destroys the trap. ### Pits _Mechanical trap_ Four basic pit traps are presented here. **Simple Pit.** A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). **Hidden Pit.** This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the **_arcane lock_** spell or similar magic. **Locking Pit.** This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. **Spiked Pit.** This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. ### Poison Darts _Mechanical trap_ When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. ### Poison Needle _Mechanical trap_ A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. ### Rolling Sphere _Mechanical trap_ When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone. With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. ### Sphere of Annihilation _Magic trap_ Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a **_sphere of annihilation_** that can't be controlled or moved. It is otherwise identical to a normal **_sphere of annihilation_**. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the **_sympathy_** aspect of the **_antipathy/sympathy_** spell. A successful **_dispel magic_** (DC 18) removes this enchantment. ================================================ FILE: docs/index.md ================================================ # 5th Edition System Reference Document ## Adventuring | General Adventuring | Adventuring - Equipment | |------------------------------------------------------------|----------------------------------------------------------------------| | [Between Adventures](./adventuring/between_adventures.md) | [Adventuring Gear](./adventuring/equipment/adventuring_gear.md) | | [Movement](./adventuring/movement.md) | [Armor](./adventuring/equipment/armor.md) | | [Planes of Existence](./adventuring/planes_of_existence.md) | [Coins](./adventuring/equipment/coins.md) | | [Resting](./adventuring/resting.md) | [Equipment Packs](./adventuring/equipment/equipment_packs.md) | | [The Environment](./adventuring/the_environment.md) | [Mounts and Vehicles](./adventuring/equipment/mounts_and_vehicles.md) | | [Time](./adventuring/time.md) | [Tools](./adventuring/equipment/tools.md) | | | [Trade Goods](./adventuring/equipment/trade_goods.md) | | | [Weapons](./adventuring/equipment/weapons.md) | ## Character | Basic Character Rules | Character - Classes | Character - Races | |----------------------------------------------------------------------------|----------------------------------------------|----------------------------------------------| | [Alignment](./character/alignment.md) | [Barbarian](./character/classes/barbarian.md) | [Dragonborn](./character/races/dragonborn.md) | | [Backgrounds](./character/backgrounds.md) | [Bard](./character/classes/bard.md) | [Dwarf](./character/races/dwarf.md) | | [Fantasy-Historical Pantheons](./character/fantasy-historical_pantheons.md) | [Cleric](./character/classes/cleric.md) | [Elf](./character/races/elf.md) | | [Languages](./character/languages.md) | [Druid](./character/classes/druid.md) | [Gnome](./character/races/gnome.md) | | | [Fighter](./character/classes/fighter.md) | [Half-Elf](./character/races/half-elf.md) | | | [Monk](./character/classes/monk.md) | [Half-Orc](./character/races/half-orc.md) | | | [Paladin](./character/classes/paladin.md) | [Halfling](./character/races/halfling.md) | | | [Ranger](./character/classes/ranger.md) | [Human](./character/races/human.md) | | | [Rogue](./character/classes/rogue.md) | [Tiefling](./character/races/tiefling.md) | | | [Sorcerer](./character/classes/sorcerer.md) | | | | [Warlock](./character/classes/warlock.md) | | | | [Wizard](./character/classes/wizard.md) | | ## Combat | Combat | | |-----------------------------------------------------|-----------------------------------------------------------| | [Actions in Combat](./combat/actions_in_combat.md) | [Mounted Combat](./combat/mounted_combat.md) | | [Cover](./combat/cover.md) | [Movement and Position](./combat/movement_and_position.md) | | [Damage and Healing](./combat/damage_and_healing.md) | [Order of Combat](./combat/order_of_combat.md) | | [Making an Attack](./combat/making_an_attack.md) | [Underwater Combat](./combat/underwater_combat.md) | ## Rules | Rules | Rules - Abilities | |--------------------------------------------------------------------|------------------------------------------------------| | [Advantage and Disadvantage](./rules/advantage_and_disadvantage.md) | [Ability Checks](./rules/abilities/ability_checks.md) | | [Conditions](./rules/conditions.md) | [Ability Scores](./rules/abilities/ability_scores.md) | | [Expenses](./rules/expenses.md) | [Saving Throws](./rules/abilities/saving_throws.md) | | [Feats](./rules/feats.md) | [Charisma](./rules/abilities/charisma.md) | | [Inspiration](./rules/inspiration.md) | [Constitution](./rules/abilities/constitution.md) | | [Leveling Up](./rules/leveling_up.md) | [Dexterity](./rules/abilities/dexterity.md) | | [Multiclassing](./rules/multiclassing.md) | [Intelligence](./rules/abilities/intelligence.md) | | [Proficiency Bonus](./rules/proficiency_bonus.md) | [Strength](./rules/abilities/strength.md) | | | [Wisdom](./rules/abilities/wisdom.md) | ## GM Rules | GM Rules | GM Rules - Magic Item Indexes | GM Rules - Monster Indexes | |----------------------------------------------------------------------|------------------------------------------------------------------------|---------------------------------------------------------------------------| | [Diseases](./gamemaster_rules/diseases.md) | [Items by Name](./gamemaster_rules/magic_item_indexes/items_by_name.md) | [Monsters by Name](./gamemaster_rules/monster_indexes/monsters_by_name.md) | | [Legendary Creatures](./gamemaster_rules/legendary_creatures.md) | [Items by Type](./gamemaster_rules/magic_item_indexes/items_by_type.md) | [Monsters by Type](./gamemaster_rules/monster_indexes/monsters_by_type.md) | | [Madness](./gamemaster_rules/madness.md) | | [Monsters by CR](./gamemaster_rules/monster_indexes/monsters_by_cr.md) | | [Magic Items](./gamemaster_rules/magic_items.md) | | | | [Monster Rules](./gamemaster_rules/monster_rules.md) | | | | [Nonplayer Characters](./gamemaster_rules/nonplayer_characters.md) | | | | [Objects](./gamemaster_rules/objects.md) | | | | [Poisons](./gamemaster_rules/poisons.md) | | | | [Sentient Magical Items](./gamemaster_rules/sentient_magical_items.md)| | | | [Traps](./gamemaster_rules/traps.md) | | | ## Spellcasting | Spellcasting | Spellcasting - Spell Indexes | Spellcasting - Spell Lists | |------------------------------------------------------|---------------------------------------------------------------------|----------------------------------------------------------| | [Casting a Spell](./spellcasting/casting_a_spell.md) | [Spells by Level](./spellcasting/spell_indexes/spells_by_level.md) | [Bard](./spellcasting/spell_lists/bard_spells.md) | | [What is a Spell?](./spellcasting/what_is_a_spell.md) | [Spells by Name](./spellcasting/spell_indexes/spells_by_name.md) | [Cleric](./spellcasting/spell_lists/cleric_spells.md) | | | [Spells by School](./spellcasting/spell_indexes/spells_by_school.md) | [Druid](./spellcasting/spell_lists/druid_spells.md) | | | | [Paladin](./spellcasting/spell_lists/paladin_spells.md) | | | | [Ranger](./spellcasting/spell_lists/ranger_spells.md) | | | | [Sorcerer](./spellcasting/spell_lists/sorcerer_spells.md) | | | | [Warlock](./spellcasting/spell_lists/warlock_spells.md) | | | | [Wizard](./spellcasting/spell_lists/wizard_spells.md) | ================================================ FILE: docs/license.md ================================================ # Legal Information ## Site content The content of this site is governed by the following license: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [https://dnd.wizards.com/resources/systems-reference-document](https://dnd.wizards.com/resources/systems-reference-document). The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at [https://creativecommons.org/licenses/by/4.0/legalcode](https://creativecommons.org/licenses/by/4.0/legalcode). ================================================ FILE: docs/privacy_policy.md ================================================ # Privacy Policy ## Advertisements We use a third-party to provide monetization technologies for our site. You can review their privacy and cookie policy [here](https://nitropay.com/privacy/). ## CCPA Opt Out ================================================ FILE: docs/rules/abilities/ability_checks.md ================================================ description: Rule for making ability checks, contents, group and passive checks from the 5th Edition (5e) System Reference Document (SRD) # Ability Checks An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. #### Typical Difficulty Classes | Task Difficulty | DC | |-------------------|----| | Very easy | 5 | | Easy | 10 | | Medium | 15 | | Hard | 20 | | Very hard | 25 | | Nearly impossible | 30 | To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. ## Contests Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. ## Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability. ### Strength * Athletics ### Dexterity * Acrobatics * Sleight of Hand * Stealth ### Intelligence * Arcana * History * Investigation * Nature * Religion ### Wisdom * Animal Handling * Insight * Medicine * Perception * Survival ### Charisma * Deception * Intimidation * Performance * Persuasion Sometimes, the GM might ask for an ability check using a specific skill--for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. ### Variant: Skills with Different Abilities Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-‐‑orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. ## Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here's how to determine a character's total for a passive check: > 10 + all modifiers that normally apply to the check If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules. ## Working Together Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. ### Group Checks When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. ================================================ FILE: docs/rules/abilities/ability_scores.md ================================================ description: Ability descriptions and modifier rules from the 5th Edition (5e) System Reference Document (SRD) # Ability Scores Six abilities provide a quick description of every creature's physical and mental characteristics: * **Strength**, measuring physical power * **Dexterity**, measuring agility * **Constitution**, measuring endurance * **Intelligence**, measuring reasoning and memory * **Wisdom**, measuring perception and insight * **Charisma**, measuring force of personality Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game--the ability check, the saving throw, and the attack roll--rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. ## Ability Scores and Modifiers Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. | Score | Modifier | |-------|:--------:| | 1 | -5 | | 2-3 | -4 | | 4-5 | -3 | | 6-7 | -2 | | 8-9 | -1 | | 10-11 | +0 | | 12-13 | +1 | | 14-15 | +2 | | 16-17 | +3 | | 18-19 | +4 | | 20-21 | +5 | | 22-23 | +6 | | 24-25 | +7 | | 26-27 | +8 | | 28-29 | +9 | | 30 | +10 | ================================================ FILE: docs/rules/abilities/charisma.md ================================================ description: Information on the Charisma ability from the 5th Edition (5e) System Reference Document (SRD) # Charisma Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. ## Charisma Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. **Deception.** Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. **Intimidation.** When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. **Performance.** Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. **Persuasion.** When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. **Other Charisma Checks.** The GM might call for a Charisma check when you try to accomplish tasks like the following: * Find the best person to talk to for news, rumors, and gossip * Blend into a crowd to get the sense of key topics of conversation ## Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. ================================================ FILE: docs/rules/abilities/constitution.md ================================================ description: Information on the Constitution ability from the 5th Edition (5e) System Reference Document (SRD) # Constitution Constitution measures health, stamina, and vital force. ## Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. The GM might call for a Constitution check when you try to accomplish tasks like the following: * Hold your breath * March or labor for hours without rest * Go without sleep * Survive without food or water * Quaff an entire stein of ale in one go ## Hit Points Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. ================================================ FILE: docs/rules/abilities/dexterity.md ================================================ description: Information on the Dexterity ability from the 5th Edition (5e) System Reference Document (SRD) # Dexterity Dexterity measures agility, reflexes, and balance. ## Dexterity Checks A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. **Acrobatics.** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. **Sleight of Hand.** Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. **Stealth.** Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. **Other Dexterity Checks.** The GM might call for a Dexterity check when you try to accomplish tasks like the following: * Control a heavily laden cart on a steep descent * Steer a chariot around a tight turn * Pick a lock * Disable a trap * Securely tie up a prisoner * Wriggle free of bonds * Play a stringed instrument * Craft a small or detailed object ## Attack Rolls and Damage You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. ## Armor Class Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. ## Initiative At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat. >#### Hiding >The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. >You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. >An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. >In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. >**Passive Perception.** When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. >**What Can You See?** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured** ================================================ FILE: docs/rules/abilities/index.md ================================================ # Abilities * [Ability Checks](/rules/abilities/ability_checks/) * [Ability Scores](/rules/abilities/ability_scores/) * [Saving Throws](/rules/abilities/saving_throws/) * [Charisma](/rules/abilities/charisma/) * [Constitution](/rules/abilities/constitution/) * [Dexterity](/rules/abilities/dexterity/) * [Intelligence](/rules/abilities/intelligence/) * [Strength](/rules/abilities/strength/) * [Wisdom](/rules/abilities/wisdom/) ================================================ FILE: docs/rules/abilities/intelligence.md ================================================ description: Information on the Intelligence ability from the 5th Edition (5e) System Reference Document (SRD) # Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason. ## Intelligence Checks An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. **Arcana.** Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. **History.** Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. **Investigation.** When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. **Nature.** Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. **Religion.** Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. **Other Intelligence Checks.** The GM might call for an Intelligence check when you try to accomplish tasks like the following: * Communicate with a creature without using words * Estimate the value of a precious item * Pull together a disguise to pass as a city guard * Forge a document * Recall lore about a craft or trade * Win a game of skill ## Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. ================================================ FILE: docs/rules/abilities/saving_throws.md ================================================ description: Rules for saving throws from the 5th Edition (5e) System Reference Document (SRD) # Saving Throws A saving throw--also called a save--represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. ================================================ FILE: docs/rules/abilities/strength.md ================================================ description: Information on the Strength ability from the 5th Edition (5e) System Reference Document (SRD) # Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. ## Strength Checks A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. **Athletics.** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: * You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. * You try to jump an unusually long distance or pull off a stunt midjump. * You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. **Other Strength Checks.** The GM might also call for a Strength check when you try to accomplish tasks like the following: * Force open a stuck, locked, or barred door * Break free of bonds * Push through a tunnel that is too small * Hang on to a wagon while being dragged behind it * Tip over a statue * Keep a boulder from rolling ## Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. ## Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. **Carrying Capacity.** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. **Push, Drag, or Lift.** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. **Size and Strength.** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. ## Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. ================================================ FILE: docs/rules/abilities/wisdom.md ================================================ description: Information on the Wisdom ability from the 5th Edition (5e) System Reference Document (SRD) # Wisdom Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. ## Wisdom Checks A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. **Animal Handling.** When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. **Insight.** Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. **Medicine.** A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. **Perception.** Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. **Survival.** The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. **Other Wisdom Checks.** The GM might call for a Wisdom check when you try to accomplish tasks like the following: * Get a gut feeling about what course of action to follow * Discern whether a seemingly dead or living creature is undead ## Spellcasting Ability Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. ================================================ FILE: docs/rules/advantage_and_disadvantage.md ================================================ description: Rules describing the advantage and disadvantage system from the 5th Edition (5e) SRD (System Reference Document). # Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. ================================================ FILE: docs/rules/conditions.md ================================================ description: Descriptions of different conditions affecting players and creatures from the 5th Edition (5e) SRD (System Reference Document). # Conditions Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition. ### Blinded * A blinded creature can't see and automatically fails any ability check that requires sight. * Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. ### Charmed * A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. * The charmer has advantage on any ability check to interact socially with the creature. ### Deafened * A deafened creature can't hear and automatically fails any ability check that requires hearing. ### Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. | Level | Effect | |-------|------------------------------------------------| | 1 | Disadvantage on ability checks | | 2 | Speed halved | | 3 | Disadvantage on attack rolls and saving throws | | 4 | Hit point maximum halved | | 5 | Speed reduced to 0 | | 6 | Death | If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. ### Frightened * A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. * The creature can't willingly move closer to the source of its fear. ### Grappled * A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. * The condition ends if the grappler is incapacitated (see the condition). * The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the **_thunder-wave_** spell. ### Incapacitated * An incapacitated creature can't take actions or reactions. ### Invisible * An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. * Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. ### Paralyzed * A paralyzed creature is incapacitated (see the condition) and can't move or speak. * The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. ### Petrified * A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. * The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. * Attack rolls against the creature have advantage. * The creature automatically fails Strength and Dexterity saving throws. * The creature has resistance to all damage. * The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. ### Poisoned * A poisoned creature has disadvantage on attack rolls and ability checks. ### Prone * A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. * The creature has disadvantage on attack rolls. * An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. ### Restrained * A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. * Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. * The creature has disadvantage on Dexterity saving throws. ### Stunned * A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. * The creature automatically fails Strength and Dexterity saving throws. * Attack rolls against the creature have advantage. ### Unconscious * An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings * The creature drops whatever it's holding and falls prone. * The creature automatically fails Strength and Dexterity saving throws. * Attack rolls against the creature have advantage. * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. ================================================ FILE: docs/rules/expenses.md ================================================ description: Rules and descriptions of player expenses from the 5th Edition (5e) SRD (System Reference Document). # Expenses When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. ## Lifestyle Expenses Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. | Lifestyle | Price/Day | |--------------|--------------:| | Wretched | - | | Squalid | 1 sp | | Poor | 2 sp | | Modest | 1 gp | | Comfortable | 2 gp | | Wealthy | 4 gp | | Aristocratic | 10 gp minimum | **Wretched.** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. **Squalid.** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. **Poor.** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. **Modest.** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. **Comfortable.** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. **Wealthy.** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. **Aristocratic.** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. ### Self-Sufficiency The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford--paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. ## Food, Drink, and Lodging The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses. **Food and Drink** | Item | Cost | |------------------------|------:| | Ale (gallon) | 2 sp | | Ale (mug) | 4 cp | | Banquet (per person) | 10 gp | | Bread, loaf | 2 cp | | Cheese, hunk | 1 sp | | Meat, chunk | 3 sp | | Wine, common (pitcher) | 2 sp | | Wine, fine (bottle) | 10 gp | **Meals and Lodging (per day)** | Item | Meals Cost | Lodging Cost | |--------------|-----------:|-------------:| | Squalid | 3 cp | 7 cp | | Poor | 6 cp | 1 sp | | Modest | 3 sp | 5 sp | | Comfortable | 5 sp | 8 sp | | Wealthy | 8 sp | 2 gp | | Aristocratic | 2 gp | 4 gp | ## Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. | Service | Pay | |---------------------------|---------------| | Coach cab (Between towns) | 3 cp per mile | | Coach cab (Within a city) | 1 cp | | Hireling (Skilled) | 2 gp per day | | Hireling (Untrained) | 2 sp per day | | Messenger | 2 cp per mile | | Road or gate toll | 1 cp | | Ship's passage | 1 sp per mile | Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. ## Spellcasting Services People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as **_cure wounds_** or **_identify_**, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment--the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. ================================================ FILE: docs/rules/feats.md ================================================ description: Rules and examples of feats from the 5th Edition (5e) SRD (System Reference Document). # Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow--perhaps by a withering curse--you can't benefit from the Grappler feat until your Strength is restored. ## Grappler **Prerequisite:** Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: * You have advantage on attack rolls against a creature you are grappling. * You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. ================================================ FILE: docs/rules/index.md ================================================ # Rules ## General Rules * [Advantage and Disadvantage](/rules/advantage_and_disadvantage/) * [Conditions](/rules/conditions/) * [Expenses](/rules/expenses/) * [Feats](/rules/feats/) * [Inspiration](/rules/inspiration/) * [Leveling Up](/rules/leveling_up/) * [Multiclassing](/rules/multiclassing/) * [Proficiency Bonus](/rules/proficiency_bonus/) ## Abilities * [Ability Checks](/rules/abilities/ability_checks/) * [Ability Scores](/rules/abilities/ability_scores/) * [Saving Throws](/rules/abilities/saving_throws/) * [Charisma](/rules/abilities/charisma/) * [Constitution](/rules/abilities/constitution/) * [Dexterity](/rules/abilities/dexterity/) * [Intelligence](/rules/abilities/intelligence/) * [Strength](/rules/abilities/strength/) * [Wisdom](/rules/abilities/wisdom/) ================================================ FILE: docs/rules/inspiration.md ================================================ description: Rules governing inspiration from the 5th Edition (5e) SRD (System Reference Document). # Inspiration Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. ## Gaining Inspiration Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use. ## Using Inspiration If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. ================================================ FILE: docs/rules/leveling_up.md ================================================ description: Rules for leveling up a character from the 5th Edition (5e) SRD (System Reference Document). # Leveling Up As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**. When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8. The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level. **Character Advancement** | Experience Points | Level | Proficiency Bonus | |-------------------|-------|-------------------| | 0 | 1 | +2 | | 300 | 2 | +2 | | 900 | 3 | +2 | | 2,700 | 4 | +2 | | 6,500 | 5 | +3 | | 14,000 | 6 | +3 | | 23,000 | 7 | +3 | | 34,000 | 8 | +3 | | 48,000 | 9 | +4 | | 64,000 | 10 | +4 | | 85,000 | 11 | +4 | | 100,000 | 12 | +4 | | 120,000 | 13 | +5 | | 140,000 | 14 | +5 | | 165,000 | 15 | +5 | | 195,000 | 16 | +5 | | 225,000 | 17 | +6 | | 265,000 | 18 | +6 | | 305,000 | 19 | +6 | | 355,000 | 20 | +6 | ================================================ FILE: docs/rules/multiclassing.md ================================================ description: Rules for creating a multiclass character from the 5th Edition (5e) SRD (System Reference Document). # Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. ## Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. | Class | Ability Score Minimum | |-----------|-----------------------------| | Barbarian | Strength 13 | | Bard | Charisma 13 | | Cleric | Wisdom 13 | | Druid | Wisdom 13 | | Fighter | Strength 13 or Dexterity 13 | | Monk | Dexterity 13 and Wisdom 13 | | Paladin | Strength 13 and Charisma 13 | | Ranger | Dexterity 13 and Wisdom 13 | | Rogue | Dexterity 13 | | Sorcerer | Charisma 13 | | Warlock | Charisma 13 | | Wizard | Intelligence 13 | ## Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. ## Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. ## Proficiency Bonus Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. ## Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. #### Multiclassing Proficiencies | Class | Proficiencies Gained | |-----------|----------------------| | Barbarian | Shields, simple weapons, martial weapons | | Bard | Light armor, one skill of your choice, one musical instrument of your choice | | Cleric | Light armor, medium armor, shields | | Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | | Fighter | Light armor, medium armor, shields, simple weapons, martial weapons | | Monk | Simple weapons, shortswords | | Paladin | Light armor, medium armor, shields, simple weapons, martial weapons | | Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list | | Rogue | Light armor, one skill from the class's skill list, thieves' tools | | Sorcerer | - | | Warlock | Light armor, simple weapons | | Wizard | - | ## Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. ### Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. ### Extra Attack If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. ### Unarmored Defense If you already have the Unarmored Defense feature, you can't gain it again from another class. ### Spellcasting Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. **Spells Known and Prepared.** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. **Spell Slots.** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like **_burning hands_**, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects. **Pact Magic.** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. #### Multiclass Spellcaster: Spell Slots per Spell Level | Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-----|-----|-----|-----|-----|-----|-----|-----|-----| | 1st | 2 | - | - | - | - | - | - | - | - | | 2nd | 3 | - | - | - | - | - | - | - | - | | 3rd | 4 | 2 | - | - | - | - | - | - | - | | 4th | 4 | 3 | - | - | - | - | - | - | - | | 5th | 4 | 3 | 2 | - | - | - | - | - | - | | 6th | 4 | 3 | 3 | - | - | - | - | - | - | | 7th | 4 | 3 | 3 | 1 | - | - | - | - | - | | 8th | 4 | 3 | 3 | 2 | - | - | - | - | - | | 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - | | 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - | | 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ================================================ FILE: docs/rules/proficiency_bonus.md ================================================ description: How to use a proficiency bonus from the 5th Edition (5e) SRD (System Reference Document). # Proficiency Bonus Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. ================================================ FILE: docs/search.md ================================================ # Search the SRD