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{
"key": "srd_monsters_legendary-creatures-lair",
"name": "Legendary Creature’s Lair",
"desc": "A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.",
"index": 35,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_melee-and-ranged-attacks",
"name": "Melee and Ranged Attacks",
"desc": "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player’s Handbook*.\n\n***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.\n\n***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"*Hit*\" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.\n\n***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the \"*Miss:*\" notation.",
"index": 26,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_multiattack",
"name": "Multiattack",
"desc": "A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.",
"index": 27,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_psionics",
"name": "Psionics",
"desc": "A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells.",
"index": 24,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_regional-effects",
"name": "Regional Effects",
"desc": "The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.",
"index": 37,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_spellcasting",
"name": "Spellcasting",
"desc": "A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player’s Handbook*). The spellcaster level is also used for any cantrips included in the feature.\n\nThe monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.\n\nA monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.\n\nYou can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.",
"index": 23,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_tags",
"name": "Tags",
"desc": "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_telepathy",
"name": "Telepathy",
"desc": "Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.\n\nA telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.\n\nA creature within the area of an *antimagic field* or in any other location where magic doesn’t function can’t send or receive telepathic messages.",
"index": 17,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement_climbing-swimming-crawling",
"name": "Climbing, Swimming and Crawling",
"desc": "While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.",
"index": 5,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_movement",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement_difficult-terrain",
"name": "Difficult Terrain",
"desc": "The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground---all considered difficult terrain.\n\nYou move at half speed in difficult terrain---moving 1 foot in difficult terrain costs 2 feet of speed---so you can cover only half the normal distance in a minute, an hour, or a day.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_movement",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement_jumping",
"name": "Jumping",
"desc": "Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.\n\n**High Jump.** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.\nYou can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.",
"index": 6,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_movement",
"crossreferences": {
"to": []
}
},
{
"key": "srd_movement_travel-pace",
"name": "Travel Pace",
"desc": "While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.\n\n**Forced March.** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.\n\nFor each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.\n\n**Mounts and Vehicles.** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.\nCharacters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.\nCertain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.",
"index": 2,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_movement",
"crossreferences": {
"to": []
}
},
{
"key": "srd_planes_demiplanes",
"name": "Demiplanes",
"desc": "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.",
"index": 7,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_planes",
"crossreferences": {
"to": []
}
},
{
"key": "srd_race_ability-score-increases",
"name": "Ability Score Increases",
"desc": "Every race increases one or more of a character’s ability scores.",
"index": 2,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"crossreferences": {
"to": []
}
},
{
"key": "srd_race_age",
"name": "Age",
"desc": "The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"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_race_languages",
"name": "Languages",
"desc": "By virtue of your race, your character can speak, read, and write certain languages.",
"index": 7,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"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_race_speed",
"name": "Speed",
"desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
"index": 6,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"crossreferences": {
"to": []
}
},
{
"key": "srd_race_subraces",
"name": "Subraces",
"desc": "Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.",
"index": 8,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races",
"crossreferences": {
"to": []
}
},
{
"key": "srd_spellcasting_bonus-action",
"name": "Bonus Action",
"desc": "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.",
"index": 11,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"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_spellcasting_longer-casting-times",
"name": "Longer Casting Times",
"desc": "Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.",
"index": 13,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"crossreferences": {
"to": []
}
},
{
"key": "srd_spellcasting_reactions",
"name": "Bonus Action",
"desc": "Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.",
"index": 12,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"crossreferences": {
"to": []
}
},
{
"key": "srd_spellcasting_spell-range",
"name": "Spell Range",
"desc": "The target of a spell must be within the spell's range. For a spell like _magic missile_, the target is a creature. For a spell like _fireball_, the target is the point in space where the ball of fire erupts.\n\nMost spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the _shield_ spell, affect only you. These spells have a range of self.\n\nSpells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect”).\n\nOnce a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.",
"index": 14,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_spellcasting",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_collapsing-roof",
"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.",
"index": 7,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"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_traps_detecting-and-disabling-a-trap",
"name": "Detecting and Disabling a Trap",
"desc": "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.\n\nA trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.\n\nAny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use _dispel magic_.\n\nIn most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.\n\nYou should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.\n\nFoiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.\n\nTraps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_falling-net",
"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.",
"index": 8,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_fire-breating-statue",
"name": "Fire-Breathing Statue",
"desc": "_Magic trap_\n\nThis trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\n\nThe DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n\nWedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.",
"index": 9,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_pits",
"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.",
"index": 10,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_poison-darts",
"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.",
"index": 11,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_poison-needles",
"name": "Poison Needle",
"desc": "_Mechanical trap_\n\nA poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\n\nWhen the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11\n\n(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.\n\nA successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
"index": 12,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_rolling-sphere",
"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.",
"index": 13,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_traps_sphere-of-annihilation",
"name": "Sphere of Annihilation",
"desc": "_Magic trap_\n\nMagical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\n\nA successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that can't be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.\n\nSome versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.",
"index": 14,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"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_traps_triggering-a-trap",
"name": "Triggering a Trap",
"desc": "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.",
"index": 2,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_traps",
"crossreferences": {
"to": []
}
},
{
"key": "srd_weapons_silvered-weapons",
"name": "Silvered Weapons",
"desc": "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_weapons",
"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_abilities_group-checks",
"name": "Group Checks",
"desc": "When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.\n\nTo make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.\nOtherwise, the group fails.\n\nGroup checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.\n\nEvery task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",
"index": 10,
"initialHeaderLevel": 4,
"document": "srd-2014",
"ruleset": "srd_abilities",
"crossreferences": {
"to": []
}
},
{
"key": "srd_abilities_skills-with-different-abilities",
"name": "Variant: Skills with Different Abilities",
"desc": "Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.",
"index": 7,
"initialHeaderLevel": 4,
"document": "srd-2014",
"ruleset": "srd_abilities",
"crossreferences": {
"to": []
}
},
{
"key": "srd_diseases_sight-rot",
"name": "Sight Rot",
"desc": "This painful infection causes bleeding from the eyes and eventually blinds the victim.\n\nA beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as _lesser restoration_ or _heal_.\n\nSight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.",
"index": 3,
"initialHeaderLevel": 4,
"document": "srd-2014",
"ruleset": "srd_diseases",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_experience-points-by-cr",
"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 |",
"index": 20,
"initialHeaderLevel": 4,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
},
{
"key": "srd_monsters_modifying-creatures",
"name": "Modifying Creatures",
"desc": "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.",
"index": 2,
"initialHeaderLevel": 4,
"document": "srd-2014",
"ruleset": "srd_monsters",
"crossreferences": {
"to": []
}
}
]
}