{"count":296,"next":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=-ruleset&page=5","previous":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=-ruleset&page=3","results":[{"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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_expenses_food-drink-lodging","name":"Food, Drink, and Lodging","desc":"The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.\n\n**Food, Drink, and Lodging (table)**\n\n| Item                     | Cost  |\n|--------------------------|-------|\n| **_Ale_**                |       |\n| - Gallon                 | 2 sp  |\n| - Mug                    | 4 cp  |\n| Banquet (per person)     | 10 gp |\n| Bread, loaf              | 2 cp  |\n| Cheese, hunk             | 1 sp  |\n| **_Inn stay (per day)_** |       |\n| - Squalid                | 7 cp  |\n| - Poor                   | 1 sp  |\n| - Modest                 | 5 sp  |\n| - Comfortable            | 8 sp  |\n| - Wealthy                | 2 gp  |\n| - Aristocratic           | 4 gp  |\n| **_Meals (per day)_**    |       |\n| - Squalid                | 3 cp  |\n| - Poor                   | 6 cp  |\n| - Modest                 | 3 sp  |\n| - Comfortable            | 5 sp  |\n| - Wealthy                | 8 sp  |\n| - Aristocratic           | 2 gp  |\n| Meat, chunk              | 3 sp  |\n| **_Wine_**               |       |\n| - Common (pitcher)       | 2 sp  |\n| - Fine (bottle)          | 10 gp |","index":3,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_expenses","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_expenses_self-sufficiency","name":"Self-Sufficiency","desc":"> The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.\n>\n> Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.","index":2,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_expenses","crossreferences":{"to":[]}},{"key":"srd_expenses_services","name":"Services","desc":"Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.\n\nSome of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.\n\nOther hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.\n\nSkilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\n\n**Services (table)**\n\n| Service Pay       | Pay           |\n|-------------------|---------------|\n| **_Coach cab_**   |               |\n| - Between towns   | 3 cp per mile |\n| - Within a city   | 1 cp          |\n| **_Hireling_**    |               |\n| - Skilled         | 2 gp per day  |\n| - Untrained       | 2 sp per day  |\n| Messenger         | 2 cp per mile |\n| Road or gate toll | 1 cp          |\n| Ship's passage    | 1 sp per mile |","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_expenses","crossreferences":{"to":[]}},{"key":"srd_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","crossreferences":{"to":[]}},{"key":"srd_environment_blindsight","name":"Blindsight","desc":"A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.","index":4,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_environment","crossreferences":{"to":[]}},{"key":"srd_environment_darkvision","name":"Darkvision","desc":"Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_environment","crossreferences":{"to":[]}},{"key":"srd_environment_falling","name":"Falling","desc":"A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment","crossreferences":{"to":[]}},{"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 be removed 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 a day counts as half a day without food.\n\nA character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that 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 if the weather is hot. A character who drinks only half that much water must 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 even less 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","crossreferences":{"to":[]}},{"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 her character 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, in turn, raise a portcullis, cause a room to flood with water, or open a secret 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 can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects 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","crossreferences":{"to":[]}},{"key":"srd_environment_suffocating","name":"Suffocating","desc":"A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).\nWhen a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.\nFor example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_environment","crossreferences":{"to":[]}},{"key":"srd_environment_truesight","name":"Truesight","desc":"A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects,automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_environment","crossreferences":{"to":[]}},{"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, to name just a few---rely heavily on a character's ability to see. Darkness and 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 on sight.\nA **heavily obscured** area---such as darkness, opaque fog, or dense foliage---blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.\nThe presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.\n**Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.\n**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.\n**Darkness** creates a heavily obscured area. Characters face darkness outdoors 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","crossreferences":{"to":[]}},{"key":"srd_diseases_cackle-fever","name":"Cackle Fever","desc":"This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”\n\nSymptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.\n\nAny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.\n\nAny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\n\nAt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.","index":2,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_diseases","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_diseases_sewer-plague","name":"Sewer Plague","desc":"Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.\n\nWhen a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.\n\nIt takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.\n\nAt the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.","index":3,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_diseases","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_damage-and-healing_critical-hits","name":"Critical Hits","desc":"When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.\n\nFor example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.","index":3,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_damage-and-healing_damage-types","name":"Damage Types","desc":"Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.\n\nThe damage types follow, with examples to help a GM assign a damage type to a new effect.\n\n**Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\n\n**Bludgeoning.** Blunt force attacks---hammers, falling, constriction, and the like---deal bludgeoning damage.\n\n**Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\n\n**Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage.\n\n**Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.\n\n**Lightning.** A _lightning bolt_ spell and a blue dragon's breath deal lightning damage.\n\n**Necrotic.** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.\n\n**Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\n\n**Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\n\n**Psychic.** Mental abilities such as a mind flayer's psionic blast deal psychic damage.\n\n**Radiant.** Radiant damage, dealt by a cleric's _flame strike_ spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\n\n**Slashing.** Swords, axes, and monsters' claws deal slashing damage.\n\n**Thunder.** A concussive burst of sound, such as the effect of the srd:thunderwave spell, deals thunder damage.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_damage-and-healing_healing","name":"Healing","desc":"Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a *cure wounds* spell or a *potion of healing* can remove damage in an instant.\n\nWhen a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.\n\nA creature that has died can’t regain hit points until magic such as the *revivify* spell has restored it to life.","index":7,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_damage-and-healing_dropping-to-0-hit-points","name":"Dropping to 0 Hit Points","desc":"When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.\n\n### Instant Death\n\nMassive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.\n\nFor example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.\n\n### Falling Unconscious\n\nIf damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix PH-A). This unconsciousness ends if you regain any hit points.\n\n### Death Saving Throws\n\nWhenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.\n\nRoll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.\n\n**Rolling 1 or 20.** When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.\n\n**Damage at 0 Hit Points.** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.\n\n### Stabilizing a Creature\n\nThe best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.\n\nYou can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.\n\nA **stable** creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.\n\n### Monsters and Death\n\nMost GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.\n\nMighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.","index":8,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_damage-and-healing_knocking-a-creature-out","name":"Knocking a Creature Out","desc":"Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.","index":9,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_damage-and-healing_temporary-hit-points","name":"Temporary Hit Points","desc":"Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.\n\nWhen you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.\n\nBecause temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.\n\nHealing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.\n\nIf you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.\n\nUnless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.","index":10,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_combat-sequence_bonus-actions","name":"Bonus Actions","desc":"Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.\n\n> **Sage Advice**\n>\n> Actions and bonus actions can't be exchanged. If you have two abilities that require bonus actions to activate you can only use one, even if you take no other actions.\n>\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nYou can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.\n\nYou choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.","index":3,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_combat-sequence","crossreferences":{"to":[]}},{"key":"srd_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","crossreferences":{"to":[]}},{"key":"srd_combat-sequence_other-activities-on-your-turn","name":"Other Actions on Your Turn","desc":"Your turn can include a variety of flourishes that require neither your action nor your move.\n\nYou can communicate however you are able, through brief utterances and gestures, as you take your turn.\n\nYou can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.\n\nIf you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.","index":4,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_combat-sequence","crossreferences":{"to":[]}},{"key":"srd_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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_between-adventures_crafting","name":"Crafting","desc":"You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it.\n\nFor example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.\n\nFor every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item.\n\nFor example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\n\n Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.\n\n While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.","index":3,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_between-adventures","crossreferences":{"to":[]}},{"key":"srd_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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_between-adventures_practicing-a-profession","name":"Practicing a Profession","desc":"You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.\n\nIf you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.\n\nIf you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.","index":4,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_between-adventures","crossreferences":{"to":[]}},{"key":"srd_between-adventures_recuperating","name":"Recuperating","desc":"You can use downtime between adventures to recover from a debilitating injury, disease, or poison.\n\nAfter three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:\n\n- End one effect on you that prevents you from regaining hit points.\n- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_between-adventures","crossreferences":{"to":[]}},{"key":"srd_between-adventures_researching","name":"Researching","desc":"The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.\n\nWhen you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.\n\nFor each day of research, you must spend 1 gp to cover your expenses.\n\nThis cost is in addition to your normal lifestyle expenses.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_between-adventures","crossreferences":{"to":[]}},{"key":"srd_between-adventures_training","name":"Training","desc":"You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.\n\nFirst, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.\n\nThe training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_between-adventures","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_backgrounds_equipment","name":"Equipment","desc":"Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds","crossreferences":{"to":[]}},{"key":"srd_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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_backgrounds_suggested-characteristics","name":"Suggested Characteristics","desc":"A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_backgrounds","crossreferences":{"to":[]}},{"key":"srd_attacking_attack-modifiers","name":"Modifiers to the Roll","desc":"When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.\n\n**Ability Modifier.** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.\n\nSome spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.\n\n**Proficiency Bonus.** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.","index":2,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_attacking","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_attacking_grappling","name":"Grappling","desc":"When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the srd:grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).\n\n**Escaping a Grapple.** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.\n\n **Moving a Grappled Creature.** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\n\n > **Contests in Combat**\n >\n > Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.","index":11,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_attacking","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}}]}