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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_hit-points/?format=api",
"name": "Hit Points",
"desc": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go.\n\nWhenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.\n\nIf you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects.",
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"name": "Resting",
"desc": "Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests.",
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"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.",
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"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.",
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"name": "Saving Throws and Damage",
"desc": "Damage dealt via saving throws uses these rules.\n\n## Damage against Multiple Targets\n\nWhen you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast.\n\n## Half Damage\n\nMany saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.",
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"name": "Damage Types",
"desc": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary” and have no rules of their own, but other rules, such as Resistance, rely on damage types.",
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"name": "Resistance and Vulnerability",
"desc": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you.\n\n## No Stacking\n\nMultiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you.\n\n## Order of Application\n\nModifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.\n\nFor example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22).",
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"name": "Immunity",
"desc": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don’t take damage of that type, and Immunity to a condition means you aren’t affected by it.",
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"name": "Healing",
"desc": "Hit Points can be restored by magic, such as the *Cure Wounds* or by a *Potion of Healing*, spell or a Short or Long Rest (see “Rules Glossary”).\n\nWhen you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.",
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"name": "Knocking out a Creature",
"desc": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.",
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"name": "Dropping to 0 Hit Points",
"desc": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below.\n\n## Instant Death\n\nHere are the main ways a creature can die instantly.\n\n**Monster Death.** A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character.\n\n**Hit Point Maximum of 0.** A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum.\n\n**Massive Damage.** When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum.\n\n## Character Demise\n\nIf your character dies, others might find a magical way to revive your character, such as with the *Raise Dead* spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead.\n\n## Falling Unconscious\n\nIf you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see “Rules Glos- sary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below).\n\n## Death Saving Throws\n\nWhenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn’t tied to an ability score. You’re in the hands of fate now.\n\n**Three Successes/Failures.** Roll 1d20. 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 “Stabilizing a Character” below). On your third failure, you die.\n\nThe 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.\n\n**Rolling a 1 or 20.** When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.\n\n**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 die.\n\n## Stabilizing a Character\n\nYou can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.\n\nA Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.",
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"name": "Temporary Hit Points",
"desc": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below.\n\n## Lose Temporary Hit Points First\n\nIf you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points.\n\n## Duration\n\nTemporary Hit Points last until they’re depleted or you finish a Long Rest (see “Rules Glossary”).\n\n## They Don’t Stack\n\nTemporary Hit Points 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.\n\n## They’re Not Hit Points or Healing\n\nTemporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.\n\nIf you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.",
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"name": "Ability Checks",
"desc": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.\n\n## Ability Modifier\n\nAn ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use.\n\n|Ability|Make a Check To …|\n|---|---|\n|Strength|Lift, push, pull, or break something|\n|Dexterity|Move nimbly, quickly, or quietly|\n|Constitution|Push your body beyond normal limits|\n|Intelligence|Reason or remember|\n|Wisdom|Notice things in the environment or in creatures’ behavior|\n|Charisma|Influence, entertain, or deceive|\n\n## Proficiency Bonus\n\nAdd your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies.\n\n## Difficulty Class\n\nThe Difficulty Class of an ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks.\n\nTable: Typical Difficulty Classes\n\n|Task Difficulty|DC|\n|---|---|\n|Very easy|5|\n|Easy|10|\n|Medium|15|\n|Hard|20|\n|Very hard|25|\n|Nearly impossible|30|",
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"name": "Saving Throws",
"desc": "A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it.\n\nIf you don’t want to resist the effect, you can choose to fail the save without rolling.\n\n## Ability Modifier\n\nSaving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table.\n\nTable: Saving Throw Examples\n\n|Ability|Make a Save To …|\n|---|---|\n|Strength|Physically resist direct force|\n|Dexterity|Dodge out of harm’s way|\n|Constitution|Endure a toxic hazard|\n|Intelligence|Recognize an illusion as fake|\n|Wisdom|Resist a mental assault|\n|Charisma|Assert your identity|\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”\n\n## Difficulty Class\n\nThe Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.",
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"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.",
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"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.",
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"name": "Step 1: Choose Class",
"desc": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See \"Classes\" for the classes' details.\n\n| Class | Likes | Primary Ability | Complexity |\n|---|---|---|---|\n| Barbarian | Battle | Strength | Average |\n| Bard | Performing | Charisma | High |\n| Cleric | Gods | Wisdom | Average |\n| Druid | Nature | Wisdom | High |\n| Fighter | Weapons | Strength or Dexterity | Low |\n| Monk | Unarmed combat | Dexterity and Wisdom | High |\n| Paladin | Defense | Strength and Charisma | Average |\n| Ranger | Survival | Dexterity and Wisdom | Average |\n| Rogue | Stealth | Dexterity | Low |\n| Sorcerer | Power | Charisma | High |\n| Warlock | Occult lore | Charisma | High |\n| Wizard | Spellbooks | Intelligence | Average|\n\n### Write Your Level\n\nWrite your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).\n\n**Write Your XP.** Also record your Experience Points. A level 1 character has 0 XP.\n\n**Starting at a Higher Level.** Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the \"Starting at Higher Levels\" section later in \"Character Creation\" for more information.\n\n### Note Armor Training\n\nYour class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in \"Equipment.\"",
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"name": "Step 2: Character Origin",
"desc": "Determining your character's origin involves choosing a background, a species, and two languages.\n\nA character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days.\n\n### Choose a Background\n\nChoose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options.\n\nThe background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.\n\n| Ability | Background |\n|---|---|\n| Strength | Soldier |\n| Dexterity | Soldier |\n| Constitution | Soldier |\n| Intelligence | Acolyte |\n| Wisdom | Acolyte |\n| Charisma | Acolyte |\n\n**Record Your Feat.** A background gives you a feat, which grants your character particular capabilities. Feats are detailed in \"Feats.\" Write the feat on your character sheet.\n\n**Note Proficiencies.** Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.\n\nYour class also gives proficiencies. Check your class description in \"Classes\" and note the proficiencies on your character sheet.\n\nThe features table in your class description shows your Proficiency Bonus (described in \"Playing the Game\"), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5.\n\n### Choose Starting Equipment\n\nYour background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\"\n\nRecord your chosen equipment on your character sheet. Equipment is described in \"Equipment\", but for now you can just write it all down and look up the specifics in \"Equipment\" later. Note any coins you have left after purchasing your equipment.\n\n### Choose a Species\n\nChoose a species for your character. The following species options are detailed in \"Character Origins\": Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits.\n\nYour character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).\n\n### Imagine Your Past and Present\n\nLet your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character:\n\n- Who raised you?\n- Who was your dearest childhood friend?\n- Did you grow up with a pet?\n- Have you fallen in love? If so, with whom?\n- Did you join an organization, such as a guild or religion? If so, are you still a member of it?\n- What elements of your past inspire you to go on adventures now?\n\n### Choose Languages\n\nYour character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.\n\nThe Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely.\n\n| 1d12| Language|\n|---|---|\n| — | Common |\n| 1 | Common Sign Language |\n| 2 | Draconic |\n| 3–4 | Dwarvish |\n| 5–6 | Elvish|\n| 7 |Giant|\n|8|Gnomish|\n|9|Goblin|\n|10–11|Halfling|\n|12|Orc|\n\nThe Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.\n\n| Language| Language|\n|---|---|\n| Abyssal| Primordial*|\n| Celestial| Sylvan|\n| Deep Speech | Thieves' Cant |\n| Druidic | Undercommon |\n| Infernal| |\n\n (Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.)",
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"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|",
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"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.",
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"name": "Step 5: Character Creation Details",
"desc": "Now fill in the rest of your character sheet.\n\n### Record Class Features\n\nLook at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too.\n\nSome class features offer choices. Make sure to read all your features and make any offered choices.\n\n### Fill In Numbers\n\nNote these numbers on your character sheet.\n\n**Saving Throws.** For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier.\n\n**Skills.** For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier.\n\n**Passive Perception.** Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score:\n\n*Passive Perception* = 10 + Wisdom (Perception) check modifier\n\nInclude all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).\n\n**Hit Points.** Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table.\n\n|Class|Hit Point Maximum|\n|---|---|\n|Barbarian|12 + Con. modifier|\n|Fighter, Paladin, or Ranger|10 + Con. modifier|\n|Bard, Cleric, Druid, Monk, Rogue, or Warlock|8 + Con. modifier|\n| Sorcerer or Wizard| 6 + Con. modifier|\n\nThe character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws.\n\n**Hit Point Dice.** Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent.\n\n**Initiative.** Write your Dexterity modifier in the space for Initiative on your character sheet.\n\n**Armor Class.** Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC.\n\n**Attacks.** In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise:\n\n*Melee attack bonus* = Strength modifier + Proficiency Bonus\n\n*Ranged attack bonus* = Dexterity modifier + Proficiency Bonus\n\nLook up the damage and properties of your weapons in \"Equipment.\" You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon.\n\n**Spellcasting.** Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:\n\n*Spell save DC* = 8 + spellcasting ability modifier + Proficiency Bonus\n\n*Spell attack bonus* = spellcasting ability modifier + Proficiency Bonus\n\nYour spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell.\n\n**Spell Slots, Cantrips, and Prepared Spells.** If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet.",
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"name": "Gaining a Level",
"desc": "When you gain a level, follow these steps:\n\n1. **Choose a Class.** Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the \"Multiclassing\" section.\n2. **Adjust Hit Points and Hit Point Dice.** Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table.\n\n|Class|Hit Points per Level|\n|---|---|\n|Barbarian|7 + Con. modifier|\n|Fighter, Paladin, or Ranger|6 + Con. modifier|\n|Bard, Cleric, Druid, Monk, Rogue, or Warlock|5 + Con. modifier|\n|Sorcerer or Wizard|4 + Con. modifier|\n\n3. **Record New Class Features.** Look at your class features table in \"Classes\", and note the features you gain at your new level in that class. Make any choices offered by a new feature.\n\n4. **Adjust Proficiency Bonus.** A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in \"Classes.\" When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus.\n5. **Adjust Ability Modifiers.** If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.\n\n## Tiers of Play\n\nWith each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels.\n\n### Tier 1 (Levels 1–4)\n\nIn tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages.\n\n### Tier 2 (Levels 5–10)\n\nIn tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as *Fireball*, *Lightning Bolt*, and *Raise Dead*. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms.\n\n### Tier 3 (Levels 11–16)\n\nIn tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions.\n\n### Tier 4 (Levels 17–20)\n\nAt tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures.",
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"name": "Starting at Higher Levels",
"desc": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.\n\n### Creating Your Character\n\nCreating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the \"Level Advancement\" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP.\n\n### Bonus Feats at Level 20\n\nA GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.\n\n### Starting Equipment\n\nThe GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM.\n\nAlso, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in \"Equipment\" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them.\n\n|Starting Level|Equipment and Money|Magic Items|\n|---|---|---|\n|2–4|Normal starting equipment|1 Common|\n|5–10|500 GP plus 1d10 × 25 GP plus normal starting equipment|1 Common, 1 Uncommon|\n|11–16|5,000 gp plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 3 Uncommon, 1 Rare|\n|17–20|20,000 GP plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare|",
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"name": "The Order of Combat",
"desc": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes 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 combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.\n\n## Combat Step by Step\n\nCombat unfolds in these steps:\n\n1. **Establish Positions.** The Game Master determines 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.\n2. **Roll Initiative.** Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.\n3. **Take Turns.** Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.\n\n## Initiative\n\nInitiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.\n\n**Surprise.** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.\n\n**Initiative Order.** A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.\n\n**Ties.** If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.\n\n## Your Turn\n\nOn 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.\n\nThe main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement.\n\n**Communicating.** You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.\n\nExtended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster.\n\n**Interacting with Things.** You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.\n\nIf you want to interact with a second object, you need to take the Utilize 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 might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.\n\n**Doing Nothing on Your Turn.** You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting.\n\n## Ending Combat\n\nCombat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.",
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"name": "Playing on a Grid",
"desc": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\n**Squares.** Each square represents 5 feet.\n\n**Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.\n\n**Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.\n\n**Corners.** Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.\n\n**Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.",
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"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.",
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"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.",
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"name": "Unseen Attackers and Targets",
"desc": "When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.\n\nWhen a creature can’t see you, you have Advantage on attack rolls against it.\n\nIf you are hidden when you make an attack roll, you give away your location when the attack hits or misses.",
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"name": "Cover",
"desc": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.\n\nA target can benefit from cover only when an attack or other effect originates on the opposite side of the 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 HalfCover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.\n\n|Degree|Benefit to Target|Offered By …|\n|---|---|---|\n|Half|+2 bonus to AC and Dexterity saving throws|Another creature or an object that covers at least half of the target|\n|Three Quarters|+5 bonus to AC and Dexterity saving throws|An object that covers at least three-quarters of the target|\n|Total|Can’t be targeted directly|An object that covers the whole target|",
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"name": "Ranged Attacks",
"desc": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.\n\n## Range\n\nYou 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.\n\nSome ranged attacks, such as those made with a Longbow, 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 long range.\n\n## Ranged Attacks in Close Combat\n\nAiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the Incapacitated condition (see “Rules Glossary”).",
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"name": "Melee Attacks",
"desc": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.\n\n## Reach\n\nA creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions.\n\n## Opportunity Attacks\n\nCombatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.\n\n**Avoiding Opportunity Attacks.** 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 you are moved without using your movement, action, Bonus 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 you fall past an enemy.\n\n**Making an Opportunity Attack.** You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.",
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"name": "Mounted Combat",
"desc": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.\n\n## Mounting and Dismounting\n\nDuring 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 (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.\n\n## Controlling a Mount\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.\n\nThe Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nIn contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.\n\n## Falling Off\n\nIf an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount.\n\nWhile mounted, you must make the same save if you’re knocked Prone or the mount is.",
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"name": "Underwater Combat",
"desc": "A fight underwater follows these rules.\n\n## Impeded Weapons\n\nWhen making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range, and the attack roll has Disadvantage against a target within normal range.\n\n## Fire Resistance\n\nAnything underwater has Resistance to Fire damage (explained in “Damage and Healing”).",
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