{"count":283,"next":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=-initialHeaderLevel&page=5","previous":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=-initialHeaderLevel&page=3","results":[{"key":"srd-2024_create-your-character_character-creation-details","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.","index":5,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_create-your-character"},{"key":"srd-2024_create-your-character_gaining-a-level","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.","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_create-your-character"},{"key":"srd-2024_create-your-character_starting-at-higher-levels","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|","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_create-your-character"},{"key":"srd-2024_multiclassing_prerequisties","name":"Prerequisites","desc":"To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.","index":1,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_experience-points","name":"Experience Points","desc":"The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in \"Character Creation.\" For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.","index":2,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_hit-points","name":"Hit Points and Hit Point Dice","desc":"You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.\n\nAdd together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.","index":3,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_proficiencies","name":"Proficiencies","desc":"When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in \"Classes.\"\n\n","index":4,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_class-features","name":"Class Features","desc":"When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions.\n\nSpecial rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class.","index":5,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_armor-class","name":"Armor Class","desc":"If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_extra-attack","name":"Extra Attack","desc":"If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature).\n\nSimilarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack.","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd-2024_multiclassing_spellcasting","name":"Spellcasting","desc":"Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class.\n\n**Spells Prepared.** You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).\n\nEach spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.\n\n**Cantrips.** If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.\n\n**Spell Slots.** You determine your available spell slots by adding together the following:\n\n- All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes\n- Half your levels (round up) in the Paladin and Ranger classes\n\nThen look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have.\n\nThis table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like *Burning Hands*, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.\n\nFor example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.\n\n**Pact Magic.** If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.\n\n|Level|1|2|3|4|5|6|7|8|9|\n|---|---|---|---|---|---|---|---|---|---|\n|1|2|—|—|—|—|—|—|—|—|\n|2|3|—|—|—|—|—|—|—|—|\n|3|4|2|—|—|—|—|—|—|—|\n|4|4|3|—|—|—|—|—|—|—|\n|5|4|3|2|—|—|—|—|—|—|\n|6|4|3|3|—|—|—|—|—|—|\n|7|4|3|3|1|—|—|—|—|—|\n|8|4|3|3|2|—|—|—|—|—|\n|9|4|3|3|3|1|—|—|—|—|\n|10|4|3|3|3|2|—|—|—|—|\n|11|4|3|3|3|2|1|—|—|—|\n|12|4|3|3|3|2|1|—|—|—|\n|13|4|3|3|3|2|1|1|—|—|\n|14|4|3|3|3|2|1|1|—|—|\n|15|4|3|3|3|2|1|1|1|—|\n|16|4|3|3|3|2|1|1|1|—|\n|17|4|3|3|3|2|1|1|1|1|\n|18|4|3|3|3|3|1|1|1|1|\n|19|4|3|3|3|3|2|1|1|1|\n|20|4|3|3|3|3|2|2|1|1|","index":8,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing"},{"key":"srd_abilities_ability-checks","name":"Ability Checks","desc":"An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.\n\nFor every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.\n\nThe more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.\n\nTo make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success---the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_abilities"},{"key":"srd_abilities_ability-scores-and-modifiers","name":"Ability Scores and Modifiers","desc":"Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.\n\nA score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.\n\nEach ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.\n\n  To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).\n\n Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_abilities"},{"key":"srd_abilities_advantage-and-disadvantage","name":"Advantage and Disadvantage","desc":"Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll.\nWhen that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.\n\nIf multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20.\nIf two favorable situations grant advantage, for example, you still roll only one additional d20.\n\nIf circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.\n\nWhen you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.\n\nYou usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_abilities"},{"key":"srd_abilities_proficiency-bonus","name":"Proficiency Bonus","desc":"Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.\n\nYour proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.\n\nOccasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.\n\nBy the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.\n\nIn general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_abilities"},{"key":"srd_alignment_alignment-in-the-multiverse","name":"Alignment in the Multiverse","desc":"For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.\n\nThe evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)\n\nAlignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.\n\nMost creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_alignment"},{"key":"srd_armor_armor-table","name":"Armor Table","desc":"| Armor              | Cost     | Armor Class (AC)          | Strength | Stealth      | Weight |\n|--------------------|----------|---------------------------|----------|--------------|--------|\n| **_Light Armor_**  |          |                           |          |              |        |\n| Padded             | 5 gp     | 11 + Dex modifier         | -        | Disadvantage | 8 lb.  |\n| Leather            | 10 gp    | 11 + Dex modifier         | -        | -            | 10 lb. |\n| Studded leather    | 45 gp    | 12 + Dex modifier         | -        | -            | 13 lb. |\n| **_Medium Armor_** |          |                           |          |              |        |\n| Hide               | 10 gp    | 12 + Dex modifier (max 2) | -        | -            | 12 lb. |\n| Chain shirt        | 50 gp    | 13 + Dex modifier (max 2) | -        | -            | 20 lb. |\n| Scale mail         | 50 gp    | 14 + Dex modifier (max 2) | -        | Disadvantage | 45 lb. |\n| Breastplate        | 400 gp   | 14 + Dex modifier (max 2) | -        | -            | 20 lb. |\n| Half plate         | 750 gp   | 15 + Dex modifier (max 2) | -        | Disadvantage | 40 lb. |\n| **_Heavy Armor_**  |          |                           |          |              |        |\n| Ring mail          | 30 gp    | 14                        | -        | Disadvantage | 40 lb. |\n| Chain mail         | 75 gp    | 16                        | Str 13   | Disadvantage | 55 lb. |\n| Splint             | 200 gp   | 17                        | Str 15   | Disadvantage | 60 lb. |\n| Plate              | 1,500 gp | 18                        | Str 15   | Disadvantage | 65 lb. |\n| **_Shield_**       |          |                           |          |              |        |\n| Shield             | 10 gp    | +2                        | -        | -            | 6 lb.  |","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_armor"},{"key":"srd_armor_donning-and-doffing","name":"Getting Into and Out of Armor","desc":"The time it takes to don or doff armor depends on the armor's category.\n\n**_Don._** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.\n\n**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half.\n\n**Donning and Doffing Armor (table)**\n\n| Category     | Don        | Doff      |\n|--------------|------------|-----------|\n| Light Armor  | 1 minute   | 1 minute  |\n| Medium Armor | 5 minutes  | 1 minute  |\n| Heavy Armor  | 10 minutes | 5 minutes |\n| Shield       | 1 action   | 1 action  |","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_armor"},{"key":"srd_armor_heavy-armor","name":"Heavy Armor","desc":"Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.\n\nHeavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.\n\n**_Ring Mail._** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.\n\n**_Chain Mail._** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\n\n**_Splint._** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.\n\n**_Plate._** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_armor"},{"key":"srd_armor_light-armor","name":"Light Armor","desc":"Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.\n\n**_Padded._** Padded armor consists of quilted layers of cloth and batting.\n\n**_Leather._** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\n\n**_Studded Leather._** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_armor"},{"key":"srd_armor_medium-armor","name":"Medium Armor","desc":"Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.\n\n**_Hide._** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.\n\n**_Chain Shirt._** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.\n\n**_Scale Mail._** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.\n\n**_Breastplate._** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\n\n**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_armor"},{"key":"srd_attacking_attack-rolls","name":"Attack Rolls","desc":"When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_attacking"},{"key":"srd_attacking_melee-attacks","name":"Melee Attacks","desc":"Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.\n\nMost creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.\n\nInstead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","index":8,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_attacking"},{"key":"srd_attacking_ranged-attacks","name":"Rnged Attacks","desc":"When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_attacking"},{"key":"srd_attacking_unseen-attackers-and-targets","name":"Unseen Attackers and Targets","desc":"Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.\n\nWhen you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.\n\nWhen a creature can't see you, you have advantage on attack rolls against it. If you are hidden---both unseen and unheard---when you make an attack, you give away your location when the attack hits or misses.","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_attacking"},{"key":"srd_backgrounds_customizing-a-background","name":"Customizing a Background","desc":"You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds"},{"key":"srd_backgrounds_equipment","name":"Equipment","desc":"Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds"},{"key":"srd_backgrounds_languages","name":"Languages","desc":"Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds"},{"key":"srd_backgrounds_proficiencies","name":"Proficiencies","desc":"Each background gives a character proficiency in two skills (described in “Using Ability Scores”).\n\nIn addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).\n\nIf a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds"},{"key":"srd_backgrounds_suggested-characteristics","name":"Suggested Characteristics","desc":"A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds"},{"key":"srd_between-adventures_downtime-activities","name":"Downtime Activities","desc":"Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.\n\n Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_between-adventures"},{"key":"srd_between-adventures_lifestyle-expenses","name":"Lifestyle Expenses","desc":"Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.\n\nLiving a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_between-adventures"},{"key":"srd_coins_exchange-rates","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       |","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_coins"},{"key":"srd_combat-sequence_initiative","name":"Initiative","desc":"Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.\n\nThe GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.\n\nIf a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_combat-sequence"},{"key":"srd_combat-sequence_reactions","name":"Reactions","desc":"Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack is the most common type of reaction.\n\nWhen you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_combat-sequence"},{"key":"srd_combat-sequence_your-turn","name":"Your Turn","desc":"On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed---sometimes called your walking speed---is noted on your character sheet.\n\nThe most common actions you can take are described in srd:actions-in-combat. Many class features and other abilities provide additional options for your action.\n\nsrd:movement-and-position gives the rules for your move.\n\nYou can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in srd:actions-in-combat.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_combat-sequence"},{"key":"srd_damage-and-healing_damage-rolls","name":"Damage Rolls","desc":"Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing"},{"key":"srd_damage-and-healing_hit-points","name":"Hit Points","desc":"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.\n\nA creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.\n\nWhenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.\n\n## Damage Rolls\n\nEach weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing"},{"key":"srd_damage-and-healing_resistance-and-vulnerability","name":"Damage Resistance and Vulnerability","desc":"Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.\n\nIf a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.\n\nResistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.\n\nMultiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three--- quarters.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing"},{"key":"srd_diseases_sample-diseases","name":"Sample Diseases","desc":"The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_diseases"},{"key":"srd_environment_falling","name":"Falling","desc":"A fall from a great height is one of the most common hazards facing anadventurer. At the end of a fall, a creature takes 1d6 bludgeoningdamage for every 10 feet it fell, to a maximum of 20d6. The creaturelands prone, unless it avoids taking damage from the fall.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment"},{"key":"srd_environment_food-and-water","name":"Food and Water","desc":"Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't beremoved until the character eats and drinks the full required amount.\n## Food\nA character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in aday counts as half a day without food.\n\nA character can go without food for a number of days equal to 3 + his orher Constitution modifier (minimum 1). At the end of each day beyondthat limit, a character automatically suffers one level of exhaustion.\n\nA normal day of eating resets the count of days without food to zero.## Water\n\nA character needs one gallon of water per day, or two gallons per day ifthe weather is hot. A character who drinks only half that much watermust succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to evenless water automatically suffers one level of exhaustion at the end of the day.\n\nIf the character already has one or more levels of exhaustion, the character takes two levels in either case.","index":8,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment"},{"key":"srd_environment_interacting-with-objects","name":"Interacting with Objects","desc":"A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or hercharacter is doing something, such as moving a lever, and the GM describes what, if anything, happens.\nFor example, a character might decide to pull a lever, which might, inturn, raise a portcullis, cause a room to flood with water, or open asecret door in a nearby wall. If the lever is rusted in position,though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.\nCharacters can also damage objects with their weapons and spells.\nObjects are immune to poison and psychic damage, but otherwise they canbe affected by physical and magical attacks much like creatures can. TheGM determines an object's Armor Class and hit points, and might decidethat certain objects have resistance or immunity to certain kinds ofattacks. (It's hard to cut a rope with a club, for example.) Objectsalways fail Strength and Dexterity saving throws, and they are immune toeffects that require other saves. When an object drops to 0 hit points,it breaks.\nA character can also attempt a Strength check to break an object. The GM sets the DC for any such check.","index":9,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment"},{"key":"srd_environment_suffocating","name":"Suffocating","desc":"A creature can hold its breath for a number of minutes equal to 1 + itsConstitution modifier (minimum of 30 seconds).\nWhen a creature runs out of breath or is choking, it can survive for anumber of rounds equal to its Constitution modifier (minimum of 1round). At the start of its next turn, it drops to 0 hit points and isdying, and it can't regain hit points or be stabilized until it canbreathe again.\nFor example, a creature with a Constitution of 14 can hold its breathfor 3 minutes. If it starts suffocating, it has 2 rounds to reach airbefore it drops to 0 hit points.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment"},{"key":"srd_environment_vision-and-light","name":"Vision and Light","desc":"The most fundamental tasks of adventuring---noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, toname just a few---rely heavily on a character's ability to see. Darknessand other effects that obscure vision can prove a significant hindrance.\nA given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage,creatures have disadvantage on Wisdom (Perception) checks that rely onsight.\nA **heavily obscured** area---such as darkness, opaque fog, or densefoliage---blocks vision entirely. A creature effectively suffers fromthe blinded condition when trying to see something in that area.\nThe presence or absence of light in an environment creates threecategories of illumination: bright light, dim light, and darkness.\n**Bright light** lets most creatures see normally. Even gloomy daysprovide bright light, as do torches, lanterns, fires, and other sourcesof illumination within a specific radius.\n**Dim light**, also called shadows, creates a lightly obscured area. Anarea of dim light is usually a boundary between a source of brightlight, such as a torch, and surrounding darkness. The soft light oftwilight and dawn also counts as dim light. A particularly brilliantfull moon might bathe the land in dim light.\n**Darkness** creates a heavily obscured area. Characters face darknessoutdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment"},{"key":"srd_expenses_lifestyle-expenses","name":"Lifestyle Expenses","desc":"Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\n\nAt the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\n\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.\n\n**Lifestyle Expenses (table)**\n\n| Lifestyle    | Price/Day     |\n|--------------|---------------|\n| Wretched     | -             |\n| Squalid      | 1 sp          |\n| Poor         | 2 sp          |\n| Modest       | 1 gp          |\n| Comfortable  | 2 gp          |\n| Wealthy      | 4 gp          |\n| Aristocratic | 10 gp minimum |\n\n**_Wretched._** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.\n\n**_Squalid._** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.\n\n**_Poor._** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.\n\n**_Modest._** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.\n\n**_Comfortable._** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.\n\n**_Wealthy._** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.\n\n**_Aristocratic._** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_expenses"},{"key":"srd_expenses_services","name":"Services","desc":"Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.\n\nSome of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.\n\nOther hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.\n\nSkilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\n\n**Services (table)**\n\n| Service Pay       | Pay           |\n|-------------------|---------------|\n| **_Coach cab_**   |               |\n| - Between towns   | 3 cp per mile |\n| - Within a city   | 1 cp          |\n| **_Hireling_**    |               |\n| - Skilled         | 2 gp per day  |\n| - Untrained       | 2 sp per day  |\n| Messenger         | 2 cp per mile |\n| Road or gate toll | 1 cp          |\n| Ship's passage    | 1 sp per mile |","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_expenses"},{"key":"srd_expenses_spellcasting-services","name":"Spellcasting Services","desc":"People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.\n\nHiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_expenses"},{"key":"srd_inspiration_gaining-inspiration","name":"Gaining Inspiration","desc":"Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.\n\nYou either have inspiration or you don't - you can't stockpile multiple “inspirations” for later use.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_inspiration"},{"key":"srd_inspiration_using-inspiration","name":"Using Inspiration","desc":"If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.\n\nAdditionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_inspiration"}]}