{"count":296,"next":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=name&page=4","previous":"https://api-beta.open5e.com/v2/rules/?format=json&ordering=name&page=2","results":[{"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_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_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-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","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_madness_going-mad","name":"Going Mad","desc":"Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.\n\nResisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.","index":1,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_madness","crossreferences":{"to":[]}},{"key":"srd_monsters_grapple-rules","name":"Grapple Rules for Monsters","desc":"Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.\n\nA creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.","index":31,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_monsters","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_pantheons_greek-deities","name":"Greek Deities","desc":"| Deity                                      | Alignment | Suggested Domains      | Symbol                                |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods    | N         | Tempest                | Fist full of lightning bolts          |\n| Aphrodite, goddess of love and beauty      | CG        | Light                  | Sea shell                             |\n| Apollo, god of light, music, and healing   | CG        | Knowledge, Life, Light | Lyre                                  |\n| Ares, god of war and strife                | CE        | War                    | Spear                                 |\n| Artemis, goddess of hunting and childbirth | NG        | Life, Nature           | Bow and arrow on lunar disk           |\n| Athena, goddess of wisdom and civilization | LG        | Knowledge, War         | Owl                                   |\n| Demeter, goddess of agriculture            | NG        | Life                   | Mare's head                           |\n| Dionysus, god of mirth and wine            | CN        | Life                   | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld               | LE        | Death                  | Black ram                             |\n| Hecate, goddess of magic and the moon      | CE        | Knowledge, Trickery    | Setting moon                          |\n| Hephaestus, god of smithing and craft      | NG        | Knowledge              | Hammer and anvil                      |\n| Hera, goddess of marriage and intrigue     | CN        | Trickery               | Fan of peacock feathers               |\n| Hercules, god of strength and adventure    | CG        | Tempest, War           | Lion's head                           |\n| Hermes, god of travel and commerce         | CG        | Trickery               | Caduceus (winged staff and serpents)  |\n| Hestia, goddess of home and family         | NG        | Life                   | Hearth                                |\n| Nike, goddess of victory                   | LN        | War                    | Winged woman                          |\n| Pan, god of nature                         | CN        | Nature                 | Syrinx (pan pipes)                    |\n| Poseidon, god of the sea and earthquakes   | CN        | Tempest                | Trident                               |\n| Tyche, goddess of good fortune             | N         | Trickery               | Red pentagram                         |","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_pantheons","crossreferences":{"to":[]}},{"key":"srd_abilities_group-checks","name":"Group Checks","desc":"When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.\n\nTo make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.\nOtherwise, the group fails.\n\nGroup checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.\n\nEvery task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.","index":10,"initialHeaderLevel":4,"document":"srd-2014","ruleset":"srd_abilities","crossreferences":{"to":[]}},{"key":"srd-2024_exploration_hazards","name":"Hazards","desc":"Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:\n\n* Burning\n* Dehydration\n* Falling\n* Malnutrition\n* Suffocation","index":5,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_exploration","crossreferences":{"to":[]}},{"key":"srd-2024_damage-and-healing_healing","name":"Healing","desc":"Hit Points can be restored by magic, such as the *Cure Wounds* or by a *Potion of Healing*,  spell or a Short or Long Rest (see “Rules Glossary”).\n\nWhen you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.","index":9,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_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_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","crossreferences":{"to":[]}},{"key":"srd_actions-in-combat_help","name":"Help","desc":"You can lend your aid to another creature in the completion of a task.\n\nWhen you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.\n\nAlternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_actions-in-combat","crossreferences":{"to":[]}},{"key":"srd_actions-in-combat_hide","name":"Hide","desc":"When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in srd:unseen-attackers-and-targets.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_actions-in-combat","crossreferences":{"to":[]}},{"key":"srd-2024_exploration_hiding","name":"Hiding","desc":"Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.","index":3,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_exploration","crossreferences":{"to":[]}},{"key":"srd_monsters_hit-dice-by-size","name":"Hit Dice by Size","desc":"| Monster Size | Hit Die | Average HP per Die |\n|-------------------|-----------|----------------------------|\n| Tiny | d4 | 2½ |\n| Small | d6 | 3½ |\n| Medium | d8 | 4½ |\n| Large | d10 | 5½ |\n| Huge | d12 | 6½ |\n| Gargantuan | d20 | 10½ |\n\nA monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).","index":7,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd-2024_damage-and-healing_hit-points","name":"Hit Points","desc":"Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go.\n\nWhenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.\n\nIf you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects.","index":1,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_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_monsters_hit-points","name":"Hit Points","desc":"A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player’s Handbook*.\n\nA monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).\n\nA monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_multiclassing_hit-points-and-hit-dice","name":"Hit Points and Hit Dice","desc":"You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\n\nYou add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_multiclassing","crossreferences":{"to":[]}},{"key":"srd_multiclassing_proficiency-bonus","name":"Hit Points and Hit Dice","desc":"Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.","index":4,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_multiclassing","crossreferences":{"to":[]}},{"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","crossreferences":{"to":[]}},{"key":"srd_objects_huge-and-gargantuan-objects","name":"Huge and Gargantuan Objects","desc":"Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an _earthquake_ spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_objects","crossreferences":{"to":[]}},{"key":"srd-2024_damage-and-healing_immunity","name":"Immunity","desc":"Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don’t take damage of that type, and Immunity to a condition means you aren’t affected by it.","index":8,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_weapons_improvised-weapons","name":"Improvised Weapons","desc":"Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.\n\nOften, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.\n\nAn object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_weapons","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_monsters_innate-spellcasting","name":"Innate Spellcasting","desc":"A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.\n\nAn innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.\n\nA monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.","index":22,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_planes_inner-planes","name":"Inner Planes","desc":"The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.\n\nAt their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_planes","crossreferences":{"to":[]}},{"key":"srd_abilities_intelligence","name":"Intelligence","desc":"Intelligence measures mental acuity, accuracy of recall, and the ability to reason.\n\n## Intelligence Checks  \nAn Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.\n\n### Arcana\n\nYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.\n\n### History\n\nYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.\n\n### Investigation\n\nWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.\n\n### Nature\n\nYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.\n\n### Religion\n\nYour Intelligence (Religion) check  measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.\n\n### Other Intelligence Checks  \nThe GM might call for an Intelligence check when you try to accomplish tasks like the following:\n\n- Communicate with a creature without using words\n- Estimate the value of a precious item\n- Pull together a disguise to pass as a city guard\n- Forge a document\n- Recall lore about a craft or trade\n- Win a game of skill\n\n## Spellcasting Ability\n\nWizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.","index":14,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_abilities","crossreferences":{"to":[]}},{"key":"srd-2024_exploration_interacting-with-objects","name":"Interacting with Objects","desc":"Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.\n\n## What Is an Object?\n\nFor the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.\n\n## Time-Limited Object Interactions\n\nWhen time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in “Combat” later in “Playing the Game.”\n\n## Finding Hidden Objects\n\nWhen your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.\n\nIf you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.\n\n## Carrying Objects\n\nYou can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in “Rules Glossary.”\n\n## Breaking Objects\n\nAs an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”","index":3,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_exploration","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_movement-and-position_interacting-with-objects-around-you","name":"Interacting with Objects Around You","desc":"> Here are a few examples of the sorts of thing you can do in tandem with your movement and action:\n>\n> - draw or sheathe a sword\n> - open or close a door\n> - withdraw a potion from your backpack\n> - pick up a dropped axe\n> - take a bauble from a table\n> - remove a ring from your finger\n> - stuff some food into your mouth\n> - plant a banner in the ground\n> - fish a few coins from your belt pouch\n> - drink all the ale in a flagon\n> - throw a lever or a switch\n> - pull a torch from a sconce\n> - take a book from a shelf you can reach\n> - extinguish a small flame\n> - don a mask\n> - pull the hood of your cloak up and over your head\n> - put your ear to a door\n> - kick a small stone\n> - turn a key in a lock\n> - tap the floor with a 10-foot pole\n> - hand an item to another character","index":4,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_movement-and-position","crossreferences":{"to":[]}},{"key":"srd_movement_jumping","name":"Jumping","desc":"Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.\n\n**High Jump.** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.\nYou can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_movement","crossreferences":{"to":[]}},{"key":"srd_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-2024_damage-and-healing_knocking-out-a-creature","name":"Knocking out a Creature","desc":"When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.","index":10,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd_spellcasting_known-and-prepared-spells","name":"Known and Prepared Spells","desc":"Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.\n\nIn every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.","index":3,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_spellcasting","crossreferences":{"to":[]}},{"key":"srd_monsters_lair-actions","name":"Lair Actions","desc":"If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.","index":36,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_monsters","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_monsters_languages","name":"Languages","desc":"The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A \"—\" indicates that a creature neither speaks nor understands any language.","index":16,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_race_languages","name":"Languages","desc":"By virtue of your race, your character can speak, read, and write certain languages.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_races","crossreferences":{"to":[]}},{"key":"srd_monsters_legendary-actions","name":"Legendary Actions","desc":"A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.","index":34,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_monsters_legendary-creatures","name":"Legendary Creature","desc":"A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.\n\nIf a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.","index":33,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_monsters_legendary-creatures-lair","name":"Legendary Creature’s Lair","desc":"A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.","index":35,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_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_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_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","crossreferences":{"to":[]}},{"key":"srd_monsters_limited-usage","name":"Limited Usage","desc":"Some special abilities have restrictions on the number of times they can be used.\n\n***X/Day.*** The notation \"X/Day\" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, \"1/Day\" means a special ability can be used once and that the monster must finish a long rest to use it again.\n\n***Recharge X–Y.*** The notation \"Recharge X–Y\" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.\n\nFor example, \"Recharge 5–6\" means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.\n\n***Recharge after a Short or Long Rest.*** This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.","index":30,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_resting_long-rest","name":"Long Rest","desc":"A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.\n\nAt the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.\n\nA character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.","index":2,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_resting","crossreferences":{"to":[]}}]}