HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept
{
"count": 296,
"next": "https://api-beta.open5e.com/v2/rules/?format=api&ordering=-index&page=5",
"previous": "https://api-beta.open5e.com/v2/rules/?format=api&ordering=-index&page=3",
"results": [
{
"key": "srd_planes_inner-planes",
"name": "Inner Planes",
"desc": "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**.\n\nAt 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.",
"index": 5,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_planes",
"crossreferences": {
"to": []
}
},
{
"key": "srd_race_size",
"name": "Size",
"desc": "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"",
"index": 5,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"crossreferences": {
"to": []
}
},
{
"key": "srd_spellcasting_casting-a-spell-at-higher-level",
"name": "Casting a Spell at a Higher Level",
"desc": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts _magic missile_ using one of her 2nd-level slots, that _magic missile_ is 2nd level. Effectively, the spell expands to fill the slot it is put into.\n\nSome spells, such as _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description.",
"index": 5,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_complex-traps",
"name": "Complex Traps",
"desc": "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.\n\nWhen 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.\n\nFor 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.",
"index": 5,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement-and-position_moving-around-other-creatures",
"name": "Moving Around Other Creatures",
"desc": "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.\n\nWhether a creature is a friend or an enemy, you can’t willingly end your move in its space.\n\nIf you leave a hostile creature’s reach during your move, you provoke an opportunity attack.",
"index": 5,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_movement-and-position",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_d20-tests_advantage-disadvantage",
"name": "Advantage/Disadvantage",
"desc": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances.\n\nYou usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage.\n\n## Roll Two D20s\n\nWhen a roll has either Advantage or Disadvantage, 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 an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18.\n\n## They Don't Stack\n\nIf multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s.\n\nIf circumstances cause a roll to have both Advantage and Disadvantage, the roll has 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.\n\n## Interactions with Rerolls\n\nWhen you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.\n\nFor example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_d20-tests",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_proficiency_equipment-proficiencies",
"name": "Equipment Proficiencies",
"desc": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:\n\n**Weapons.** Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.\n\n**Tools.** If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have profciency in the skill that’s also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_proficiency",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_exploration_marching-order",
"name": "Marching Order",
"desc": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_exploration",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_combat_making-an-attack",
"name": "Making an Attack",
"desc": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:\n\n1. **Choose a Target.** Pick a target within your attack’s range: a creature, an object, or a location.\n2. **Determine Modifiers.** The GM determines whether the target has Cover (see the next section) 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.\n3. **Resolve the Attack.** Make the attack roll, as detailed earlier in “Playing the Game.” 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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_combat",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_damage-and-healing_critical-hits",
"name": "Critical Hits",
"desc": "When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_damage-and-healing",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_create-your-character_alignment",
"name": "Step 4: Alignment",
"desc": "Choose your character's alignment from the options below, and note it on your character sheet.\n\nThe game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character.\n\n### The Nine Alignments\n\nA creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).\n\nThe summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.\n\n_Lawful Good (LG)._ Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.\n\n_Neutral Good (NG)._ Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.\n\n_Chaotic Good (CG)._ Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good.\n\n_Lawful Neutral (LN)._ Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.\n\n_Neutral (N)._ Neutral is the alignment of those who prefer to avoid moral questions and don't take sides, doing what seems best at the time. Someone who's bored by moral debate is probably Neutral.\n\n_Chaotic Neutral (CN)._ Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.\n\n_Lawful Evil (LE)._ Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.\n\n_Neutral Evil (NE)._ Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.\n\n_Chaotic Evil (CE)._ Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.\n\n_Unaligned Creatures._ Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_create-your-character",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_multiclassing_proficiencies",
"name": "Proficiencies",
"desc": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in \"Classes.\"\n\n",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_multiclassing",
"crossreferences": {
"to": []
}
},
{
"key": "srd_abilities_ability-checks",
"name": "Ability Checks",
"desc": "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.\n\nFor 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.\n\nThe more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.\n\nTo 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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_abilities",
"crossreferences": {
"to": []
}
},
{
"key": "srd_actions-in-combat_disengage",
"name": "Disengage",
"desc": "If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_actions-in-combat",
"crossreferences": {
"to": []
}
},
{
"key": "srd_armor_armor-table",
"name": "Armor Table",
"desc": "| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |\n|--------------------|----------|---------------------------|----------|--------------|--------|\n| **_Light Armor_** | | | | | |\n| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |\n| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |\n| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |\n| **_Medium Armor_** | | | | | |\n| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |\n| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |\n| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |\n| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |\n| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |\n| **_Heavy Armor_** | | | | | |\n| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |\n| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |\n| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |\n| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |\n| **_Shield_** | | | | | |\n| Shield | 10 gp | +2 | - | - | 6 lb. |",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_armor",
"crossreferences": {
"to": []
}
},
{
"key": "srd_attacking_unseen-attackers-and-targets",
"name": "Unseen Attackers and Targets",
"desc": "Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.\n\nWhen 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.\n\nWhen 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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_attacking",
"crossreferences": {
"to": []
}
},
{
"key": "srd_backgrounds_suggested-characteristics",
"name": "Suggested Characteristics",
"desc": "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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_backgrounds",
"crossreferences": {
"to": []
}
},
{
"key": "srd_between-adventures_practicing-a-profession",
"name": "Practicing a Profession",
"desc": "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.\n\nIf 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.\n\nIf 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.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_between-adventures",
"crossreferences": {
"to": []
}
},
{
"key": "srd_combat-sequence_other-activities-on-your-turn",
"name": "Other Actions on Your Turn",
"desc": "Your turn can include a variety of flourishes that require neither your action nor your move.\n\nYou can communicate however you are able, through brief utterances and gestures, as you take your turn.\n\nYou 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.\n\nIf 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.\n\nThe 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.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_combat-sequence",
"crossreferences": {
"to": []
}
},
{
"key": "srd_environment_blindsight",
"name": "Blindsight",
"desc": "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.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_environment",
"crossreferences": {
"to": []
}
},
{
"key": "srd_expenses_services",
"name": "Services",
"desc": "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.\n\nSome 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.\n\nOther 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.\n\nSkilled 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.\n\n**Services (table)**\n\n| Service Pay | Pay |\n|-------------------|---------------|\n| **_Coach cab_** | |\n| - Between towns | 3 cp per mile |\n| - Within a city | 1 cp |\n| **_Hireling_** | |\n| - Skilled | 2 gp per day |\n| - Untrained | 2 sp per day |\n| Messenger | 2 cp per mile |\n| Road or gate toll | 1 cp |\n| Ship's passage | 1 sp per mile |",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_expenses",
"crossreferences": {
"to": []
}
},
{
"key": "srd_magic-items_paired-items",
"name": "Paired Items",
"desc": "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.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_magic-items",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_alignment",
"name": "Alignment",
"desc": "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. See the *Player’s Handbook* for descriptions of the different alignments.\n\nThe 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.\n\nSome 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.\n\nMany 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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement_special-types-of-movement",
"name": "Special Types of Movement",
"desc": "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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_movement",
"crossreferences": {
"to": []
}
},
{
"key": "srd_multiclassing_proficiency-bonus",
"name": "Hit Points and Hit Dice",
"desc": "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, 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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_multiclassing",
"crossreferences": {
"to": []
}
},
{
"key": "srd_objects_damage-threshold",
"name": "Damage Threshold",
"desc": "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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_objects",
"crossreferences": {
"to": []
}
},
{
"key": "srd_pantheons_greek-deities",
"name": "Greek Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |\n| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |\n| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |\n| Ares, god of war and strife | CE | War | Spear |\n| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |\n| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |\n| Demeter, goddess of agriculture | NG | Life | Mare's head |\n| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld | LE | Death | Black ram |\n| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |\n| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |\n| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |\n| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head |\n| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |\n| Hestia, goddess of home and family | NG | Life | Hearth |\n| Nike, goddess of victory | LN | War | Winged woman |\n| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |\n| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |\n| Tyche, goddess of good fortune | N | Trickery | Red pentagram |",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_pantheons",
"crossreferences": {
"to": []
}
},
{
"key": "srd_planes_transistive-planes",
"name": "Transistive Planes",
"desc": "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.\n\nThe **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.\n\nThe **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.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_planes",
"crossreferences": {
"to": []
}
},
{
"key": "srd_race_alignment",
"name": "Alignment",
"desc": "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"crossreferences": {
"to": []
}
},
{
"key": "srd_spellcasting_spell-slots",
"name": "Spell Slots",
"desc": "Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.\n\nWhen a character casts a spell, he or she expends a slot of that spell's level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _magic missile_, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.\n\nFinishing a long rest restores any expended spell slots.\n\nSome characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.",
"index": 4,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_trap-effects",
"name": "Trap Effects",
"desc": "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.\n\nThe 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.\n\nA 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.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback | 10-11 | +3 to +5 |\n| Dangerous | 12-15 | +6 to +8 |\n| Deadly | 16-20 | +9 to +12 |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th | 1d10 | 2d10 | 4d10 |\n| 5th-10th | 2d10 | 4d10 | 10d10 |\n| 11th-16th | 4d10 | 10d10 | 18d10 |\n| 17th-20th | 10d10 | 18d10 | 24d10 |",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_weapons_special-weapons",
"name": "Special Weapons",
"desc": "Weapons with special rules are described here.\n\n**_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.\n\n**_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.\n\nWhen 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.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_weapons",
"crossreferences": {
"to": []
}
},
{
"key": "srd_weapons_weapons-table",
"name": "Weapons Table",
"desc": "| Name | Cost | Damage | Weight | Properties |\n|------------------------------|-------|-----------------|---------|--------------------------------------------------------|\n| **_Simple Melee Weapons_** | | | | |\n| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |\n| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |\n| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |\n| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |\n| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |\n| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |\n| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |\n| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |\n| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |\n| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |\n| **_Simple Ranged Weapons_** | | | | |\n| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |\n| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |\n| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |\n| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |\n| **_Martial Melee Weapons_** | | | | |\n| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |\n| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |\n| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |\n| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |\n| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |\n| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |\n| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |\n| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |\n| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |\n| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |\n| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |\n| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |\n| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |\n| War pick | 5 gp | 1d8 piercing | 2 lb. | - |\n| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |\n| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |\n| **_Martial Ranged Weapons_** | | | | |\n| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |\n| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |\n| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |\n| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |\n| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) |",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_weapons",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement-and-position_interacting-with-objects-around-you",
"name": "Interacting with Objects Around You",
"desc": "> Here are a few examples of the sorts of thing you can do in tandem with your movement and action:\n>\n> - draw or sheathe a sword\n> - open or close a door\n> - withdraw a potion from your backpack\n> - pick up a dropped axe\n> - take a bauble from a table\n> - remove a ring from your finger\n> - stuff some food into your mouth\n> - plant a banner in the ground\n> - fish a few coins from your belt pouch\n> - drink all the ale in a flagon\n> - throw a lever or a switch\n> - pull a torch from a sconce\n> - take a book from a shelf you can reach\n> - extinguish a small flame\n> - don a mask\n> - pull the hood of your cloak up and over your head\n> - put your ear to a door\n> - kick a small stone\n> - turn a key in a lock\n> - tap the floor with a 10-foot pole\n> - hand an item to another character",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_movement-and-position",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_d20-tests_attack-rolls",
"name": "Attack Rolls",
"desc": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition.\n\n## Ability Modifier\n\nThe Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.\n\nTable: Attack Roll Abilities\n\n|Ability|Attack Type|\n|---|---|\n|Strength|Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)|\n|Dexterity|Ranged attack with a weapon|\n|Varies|Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)|\n\nSome features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies.\n\n## Armor Class\n\nA creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block.\n\n**Calculating AC.** All creatures start with the same base AC calculation:\n\nA creature’s AC can then be modified by armor, magic items, spells, and more.\n\n**Only One Base AC.** Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.\n\nRolling 20 or 1\n\nIf you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”).\n\nIf you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_d20-tests",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_proficiency_saving-throw-proficiencies",
"name": "Saving Throw Proficiencies",
"desc": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.\n\nEach class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_proficiency",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_exploration_hiding",
"name": "Hiding",
"desc": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_exploration",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_exploration_interacting-with-objects",
"name": "Interacting with Objects",
"desc": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.\n\n## What Is an Object?\n\nFor the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.\n\n## Time-Limited Object Interactions\n\nWhen time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in “Combat” later in “Playing the Game.”\n\n## Finding Hidden Objects\n\nWhen your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.\n\nIf you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.\n\n## Carrying Objects\n\nYou can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in “Rules Glossary.”\n\n## Breaking Objects\n\nAs an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_exploration",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_combat_movement-and-position",
"name": "Movement and Position",
"desc": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.\n\nHowever you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.\n\nA character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.\n\n## Difficult Terrain\n\nCombatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.\n\nEvery foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.\n\n## Breaking Up Your Move\n\nYou can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.\n\n## Dropping Prone\n\nOn your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0.\n\n## Creature Size\n\nA creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.\n\nA character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.\n\nTable: Creature Size and Space\n\n|Size|Space (Feet)|Space (Squares)|\n|---|---|---|\n|Tiny|2½ by 2½ feet|4 per square|\n|Small|5 by 5 feet|1 square|\n|Medium|5 by 5 feet|1 square|\n|Large|10 by 10 feet|4 squares (2 by 2)|\n|Huge|15 by 15 feet|9 squares (3 by 3)|\n|Gargantuan|20 by 20 feet|16 squares (4 by 4)|\n\n## Moving around Other Creatures\n\nDuring your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you.\n\nAnother creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.\n\nYou can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_combat",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_damage-and-healing_damage-rolls",
"name": "Damage Rolls",
"desc": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.\n\nWhen attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll, such as the damage of a Blowgun. See “Equipment” for weapons’ damage dice and “Spells” for spells’ damage dice.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_damage-and-healing",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_create-your-character_ability-scores",
"name": "Step 3: Ability Scores",
"desc": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means.\n\n### Generate Your Scores\n\nDetermine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.\n\n**Standard Array.** Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.\n\n**Random Generation.** Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.\n\n**Point Cost.** You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.\n\n| Score | Cost | Score | Cost |\n|---|---|---|---|\n| 8| 0| 12| 4|\n| 9| 1| 13| 5|\n| 10| 2| 14| 7|\n| 11| 3| 15| 9|\n\n### Assign Ability Scores\n\nOnce you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well.\n\nIf you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.\n\n| Class | Str. | Dex. | Con. | Int. | Wis. | Cha. |\n|---|---|---|---|---|---|---|\n| Barbarian | 15| 13| 14| 10| 12| 8|\n| Bard| 8| 14| 12| 13| 10| 15|\n| Cleric| 14| 8| 13| 10| 15| 12|\n| Druid| 8| 12| 14| 13| 15| 10|\n| Fighter| 15| 14| 13| 8| 10| 12|\n| Monk| 12| 15| 13| 10| 14| 8|\n| Paladin| 15| 10| 13| 8| 12| 14|\n| Ranger| 12| 15| 13| 8| 14| 10|\n| Rogue| 12| 15| 13| 14| 10| 8|\n| Sorcerer| 10| 13| 14| 8| 12| 15|\n| Warlock| 8| 14| 13| 12| 10| 15|\n| Wizard| 8| 12| 13| 15| 14| 10|\n\n### Adjust Ability Scores\n\nAfter assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.\n\nSome players like to increase their class's primary ability, while others prefer to increase a low score.\n\n### Determine Ability Modifiers\n\nFinally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.\n\n| Score | Modifier | Score | Modifier |\n|---|---|---|---|\n| 3| −4| 12–13 | +1|\n| 4–5| −3| 14–15| +2|\n| 6–7| −2| 16–17 | +3|\n| 8–9| −1| 18–19 | +4|\n| 10–11| +0| 20| +5|",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_create-your-character",
"crossreferences": {
"to": []
}
},
{
"key": "srd-2024_multiclassing_hit-points",
"name": "Hit Points and Hit Point Dice",
"desc": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.\n\nAdd together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2024",
"ruleset": "srd-2024_multiclassing",
"crossreferences": {
"to": []
}
},
{
"key": "srd_abilities_proficiency-bonus",
"name": "Proficiency Bonus",
"desc": "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.\n\nYour 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.\n\nOccasionally, 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.\n\nBy 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.\n\nIn 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.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_abilities",
"crossreferences": {
"to": []
}
},
{
"key": "srd_actions-in-combat_dash",
"name": "Dash",
"desc": "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.\n\nAny 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.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_actions-in-combat",
"crossreferences": {
"to": []
}
},
{
"key": "srd_armor_heavy-armor",
"name": "Heavy Armor",
"desc": "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.\n\nHeavy 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.\n\n**_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.\n\n**_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.\n\n**_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.\n\n**_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.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_armor",
"crossreferences": {
"to": []
}
},
{
"key": "srd_attacking_rolling-1-or-20",
"name": "Rolling 1 or 20",
"desc": "Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.\n\n> **Sage Advice**\n>\n> Spell attacks can score critical hits, just like any other attack.\n>\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nIf 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.\n\nIf the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_attacking",
"crossreferences": {
"to": []
}
},
{
"key": "srd_backgrounds_equipment",
"name": "Equipment",
"desc": "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.",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_backgrounds",
"crossreferences": {
"to": []
}
},
{
"key": "srd_between-adventures_crafting",
"name": "Crafting",
"desc": "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.\n\nFor example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.\n\nFor 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.\n\nFor example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\n\n 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.\n\n 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.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_between-adventures",
"crossreferences": {
"to": []
}
},
{
"key": "srd_combat-sequence_bonus-actions",
"name": "Bonus Actions",
"desc": "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.\n\n> **Sage Advice**\n>\n> Actions and bonus actions can't be exchanged. If you have two abilities that require bonus actions to activate you can only use one, even if you take no other actions.\n>\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nYou 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.\n\nYou 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.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_combat-sequence",
"crossreferences": {
"to": []
}
},
{
"key": "srd_damage-and-healing_critical-hits",
"name": "Critical Hits",
"desc": "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.\n\nFor 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.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_damage-and-healing",
"crossreferences": {
"to": []
}
}
]
}