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"name": "Pits",
"desc": "_Mechanical trap_\n\nFour basic pit traps are presented here.\n\n**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\n\nThe DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\n\n**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.\n\nA successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\n\nWhen a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\n\nOnce the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.\n\n**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\n\nA successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\n\n**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
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"name": "Collapsing Roof",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
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"name": "Falling Net",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to release a net suspended from the ceiling.\n\nThe trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nWhen the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10\n\nStrength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.",
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"name": "Rolling Sphere",
"desc": "_Mechanical trap_\n\nWhen 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.\n\nWith a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.\n\nActivation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.\n\nThe sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.\n\nAs an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.",
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"name": "Poison Darts",
"desc": "_Mechanical trap_\n\nWhen a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\n\nThe tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8\n\nbonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.",
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"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. |",
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"name": "Proficiency Bonus by Challenge Rating",
"desc": "| Challenge | Proficiency Bonus |\n|---------------|--------------------------|\n| 0 | +2 |\n| ⅛ | +2 |\n| ¼ | +2 |\n| ½ |+2 |\n| 1 | +2 |\n| 2 | +2 |\n| 3 | +2 |\n| 4 | +2 |\n| 5 | +3 |\n| 6 | +3 |\n| 7 | +3 |\n| 8 | +3 |\n| 9 | +4 |\n| 10 | +4 |\n| 11 | +4 |\n| 12 | +4 |\n| 13 | +5 |\n| 14 | +5 |\n| 15 | +5 |\n| 16 | +5 |\n| 17 | +6 |\n| 18 | +6 |\n| 19 | +6 |\n| 20 | +6 |\n| 21 | +7 |\n| 22 | +7 |\n| 23 | +7 |\n| 24 | +7 |\n| 25 | +8 |\n| 26 | +8 |\n| 27 | +8 |\n| 28 | +8 |\n| 29 | +9 |\n| 30 | +9 |\n\n",
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"name": "Experience Points by Challenge Rating",
"desc": "| Challenge | XP |\n|---------------|------|\n| 0 | 0 or 10 |\n| ⅛ | 25 |\n| ¼ | 50 |\n| ½ |100 |\n| 1 | 200 |\n| 2 | 450 |\n| 3 | 700 |\n| 4 | 1,100 |\n| 5 | 1,800 |\n| 6 | 2,300 |\n| 7 | 2,900 |\n| 8 | 3,900 |\n| 9 | 5,000 |\n| 10 | 5,900 |\n| 11 | 7,200 |\n| 12 | 8,400 |\n| 13 | 10,000 |\n| 14 | 11,500 |\n| 15 | 13,000 |\n| 16 | 15,000 |\n| 17 | 18,000 |\n| 18 | 20,000 |\n| 19 | 22,000 |\n| 20 | 25,000 |\n| 21 | 33,000 |\n| 22 | 41,000 |\n| 23 | 50,000 |\n| 24 | 62,000 |\n| 25 | 75,000 |\n| 26 | 90,000 |\n| 27 | 105,000 |\n| 28 | 120,000 |\n| 29 | 135,000 |\n| 30 | 155,000 |",
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"name": "Training",
"desc": "| Coin | CP | SP | EP | GP | PP |\n|---------------|-------|------|------|-------|---------|\n| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |\n| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |\n| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |\n| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 |\n| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 |",
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"name": "Celtic Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|---------------------------------------------------|-----------|-------------------|------------------------------------|\n| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |\n| Arawn, god of life and death | NE | Life, Death | Black star on gray background |\n| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |\n| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |\n| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |\n| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |\n| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |\n| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |\n| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |\n| Math Mathonwy, god of magic | NE | Knowledge | Staff |\n| Morrigan, goddess of battle | CE | War | Two crossed spears |\n| Nuada, god of war and warriors | N | War | Silver hand on black background |\n| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |\n| Silvanus, god of nature and forests | N | Nature | Summer oak tree |",
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"name": "Egyptian Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |\n| Anubis, god of judgment and death | LN | Death | Black jackal |\n| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |\n| Bast, goddess of cats and vengeance | CG | War | Cat |\n| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |\n| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |\n| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |\n| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |\n| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |\n| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |\n| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |\n| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |\n| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |",
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"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 |",
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"name": "Norse Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------|-----------|-------------------|-----------------------------------|\n| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |\n| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |\n| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |\n| Forseti, god of justice and law | N | Light | Head of a bearded man |\n| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |\n| Freya, goddess of fertility and love | NG | Life | Falcon |\n| Frigga, goddess of birth and fertility | N | Life, Light | Cat |\n| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |\n| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |\n| Hermod, god of luck | CN | Trickery | Winged scroll |\n| Loki, god of thieves and trickery | CE | Trickery | Flame |\n| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |\n| Odur, god of light and the sun | CG | Light | Solar disk |\n| Sif, goddess of war | CG | War | Upraised sword |\n| Skadi, god of earth and mountains | N | Nature | Mountain peak |\n| Surtur, god of fire giants and war | LE | War | Flaming sword |\n| Thor, god of storms and thunder | CG | Tempest, War | Hammer |\n| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |\n| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |\n| Uller, god of hunting and winter | CN | Nature | Longbow |",
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"name": "Tack, Harness, and Drawn Vehicles",
"desc": "| Item | Cost | Weight |\n|--------------------|--------|---------|\n| Barding | ×4 | ×2 |\n| Bit and bridle | 2 gp | 1 lb. |\n| Carriage | 100 gp | 600 lb. |\n| Cart | 15 gp | 200 lb. |\n| Chariot | 250 gp | 100 lb. |\n| Feed (per day) | 5 cp | 10 lb. |\n| **_Saddle_** | | |\n| - Exotic | 60 gp | 40 lb. |\n| - Military | 20 gp | 30 lb. |\n| - Pack | 5 gp | 15 lb. |\n| - Riding | 10 gp | 25 lb. |\n| Saddlebags | 4 gp | 8 lb. |\n| Sled | 20 gp | 300 lb. |\n| Stabling (per day) | 5 sp | - |\n| Wagon | 35 gp | 400 lb. |",
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"name": "Mounts and Other Animals",
"desc": "| Item | Cost | Speed | Carrying Capacity |\n|----------------|--------|--------|-------------------|\n| Camel | 50 gp | 50 ft. | 480 lb. |\n| Donkey or mule | 8 gp | 40 ft. | 420 lb. |\n| Elephant | 200 gp | 40 ft. | 1,320 lb. |\n| Horse, draft | 50 gp | 40 ft. | 540 lb. |\n| Horse, riding | 75 gp | 60 ft. | 480 lb. |\n| Mastiff | 25 gp | 40 ft. | 195 lb. |\n| Pony | 30 gp | 40 ft. | 225 lb. |\n| Warhorse | 400 gp | 60 ft. | 540 lb. |",
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"name": "Waterborne Vehicles",
"desc": "| Item | Cost | Speed |\n|--------------|-----------|--------|\n| Galley | 30,000 gp | 4 mph |\n| Keelboat | 3,000 gp | 1 mph |\n| Longship | 10,000 gp | 3 mph |\n| Rowboat | 50 gp | 1½ mph |\n| Sailing ship | 10,000 gp | 2 mph |\n| Warship | 25,000 gp | 2½ mph |",
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"name": "Hit Dice by Size",
"desc": "| Monster Size | Hit Die | Average HP per Die |\n|-------------------|-----------|----------------------------|\n| Tiny | d4 | 2½ |\n| Small | d6 | 3½ |\n| Medium | d8 | 4½ |\n| Large | d10 | 5½ |\n| Huge | d12 | 6½ |\n| Gargantuan | d20 | 10½ |\n\nA monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).",
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"url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapons-table/?format=api",
"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": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
}
]
}