{"count":296,"next":"https://api-beta.open5e.com/v2/rules/?format=json&page=5","previous":"https://api-beta.open5e.com/v2/rules/?format=json&page=3","results":[{"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_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_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_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_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_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_magic-items_activating-an-item","name":"Activating an Item","desc":"Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.\n\nIf an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_magic-items","crossreferences":{"to":[]}},{"key":"srd_monsters_armor-class","name":"Armor Class","desc":"A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_monsters","crossreferences":{"to":[]}},{"key":"srd_movement_climbing-swimming-crawling","name":"Climbing, Swimming and Crawling","desc":"While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_movement","crossreferences":{"to":[]}},{"key":"srd_multiclassing_proficiencies","name":"Proficiencies","desc":"When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\n\n**Multiclassing Proficiencies (table)**\n\n| Class     | Proficiencies Gained                                                                                       |\n|-----------|------------------------------------------------------------------------------------------------------------|\n| Barbarian | Shields, simple weapons, martial weapons                                                                   |\n| Bard      | Light armor, one skill of your choice, one musical instrument of your choice                               |\n| Cleric    | Light armor, medium armor, shields                                                                         |\n| Druid     | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)               |\n| Fighter   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Monk      | Simple weapons, shortswords                                                                                |\n| Paladin   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Ranger    | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |\n| Rogue     | Light armor, one skill from the class's skill list, thieves' tools                                         |\n| Sorcerer  | -                                                                                                          |\n| Warlock   | Light armor, simple weapons                                                                                |\n| Wizard    | -                                                                                                          |","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_multiclassing","crossreferences":{"to":[]}},{"key":"srd_pantheons_the-egyptian-pantheon","name":"The Egyptian Pantheon","desc":"The Egyptian Pantheon\n\nThese gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.\n\nThe Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_pantheons","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_race_size","name":"Size","desc":"Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_races","crossreferences":{"to":[]}},{"key":"srd_spellcasting_casting-a-spell-at-higher-level","name":"Casting a Spell at a Higher Level","desc":"When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts _magic missile_ using one of her 2nd-level slots, that _magic missile_ is 2nd level. Effectively, the spell expands to fill the slot it is put into.\n\nSome spells, such as _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_spellcasting","crossreferences":{"to":[]}},{"key":"srd_traps_complex-traps","name":"Complex Traps","desc":"Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.\n\nWhen a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.\n\nFor example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.","index":5,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_traps","crossreferences":{"to":[]}},{"key":"srd_movement-and-position_moving-around-other-creatures","name":"Moving Around Other Creatures","desc":"You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.\n\nWhether a creature is a friend or an enemy, you can’t willingly end your move in its space.\n\nIf you leave a hostile creature’s reach during your move, you provoke an opportunity attack.","index":5,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_movement-and-position","crossreferences":{"to":[]}},{"key":"srd-2024_exploration_travel","name":"Travel","desc":"During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below.\n\nIf you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”\n\n## Travel Pace\n\nWhile traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain.\n\nTable: Travel Pace - Distance Traveled Per …\n\n|Pace|Minute|Hour|Day|\n|---|---|---|---|\n|Fast|400 feet|4 miles|30 miles|\n|Normal|300 feet| 3 miles | 24 miles |\n|Slow|200 feet|2 miles|18 miles|\n\nEach travel pace has a game effect, as defined below.\n\n**Fast.** Traveling at a Fast pace imposes Disadvantage on a traveler’s Wisdom (Perception or Survival) and Dexterity (Stealth) checks.\n\n**Normal.** Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.\n\n**Slow.** Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.\n\n## Vehicles\n\nTravelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. “Equipment” includes vehicles for sale.","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_exploration","crossreferences":{"to":[]}},{"key":"srd-2024_combat_cover","name":"Cover","desc":"Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.\n\nA target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.\n\n|Degree|Benefit to Target|Offered By …|\n|---|---|---|\n|Half|+2 bonus to AC and Dexterity saving throws|Another creature or an object that covers at least half of the target|\n|Three Quarters|+5 bonus to AC and Dexterity saving throws|An object that covers at least three-quarters of the target|\n|Total|Can’t be targeted directly|An object that covers the whole target|","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_combat","crossreferences":{"to":[]}},{"key":"srd-2024_damage-and-healing_damage-types","name":"Damage Types","desc":"Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary” and have no rules of their own, but other rules, such as Resistance, rely on damage types.","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_damage-and-healing","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-2024_multiclassing_armor-class","name":"Armor Class","desc":"If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.","index":6,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing","crossreferences":{"to":[]}},{"key":"srd_abilities_skills","name":"Skills","desc":"Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)  For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.\n\nThe skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.\n\n**Strength**\n\n- Athletics\n\n**Dexterity**\n- Acrobatics\n- Sleight of Hand\n- Stealth\n\n**Intelligence**\n\n- Arcana\n- History\n- Investigation\n- Nature\n- Religion\n\n**Wisdom**\n\n- Animal Handling\n- Insight\n- Medicine\n- Perception\n- Survival\n\n**Charisma**\n\n- Deception\n- Intimidation\n- Performance\n- Persuasion\n\n\nSometimes, the GM might ask for an ability check using a specific skill---for example, Make a Wisdom (Perception) check. At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.\n\nFor example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_abilities","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_attacking_range","name":"Range","desc":"You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.\n\nSome ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_attacking","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_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_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_magic-items_command-word","name":"Command Word","desc":"A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_magic-items","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_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_multiclassing_class-features","name":"Class Features","desc":"When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_multiclassing","crossreferences":{"to":[]}},{"key":"srd_pantheons_egyptian-deities","name":"Egyptian Deities","desc":"| Deity                                           | Alignment | Suggested Domains        | Symbol                               |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods  | LG        | Life, Light              | Solar disk encircled by serpent      |\n| Anubis, god of judgment and death               | LN        | Death                    | Black jackal                         |\n| Apep, god of evil, fire, and serpents           | NE        | Trickery                 | Flaming snake                        |\n| Bast, goddess of cats and vengeance             | CG        | War                      | Cat                                  |\n| Bes, god of luck and music                      | CN        | Trickery                 | Image of the misshapen deity         |\n| Hathor, goddess of love, music, and motherhood  | NG        | Life, Light              | Horned cow’s head with lunar disk    |\n| Imhotep, god of crafts and medicine             | NG        | Knowledge                | Step pyramid                         |\n| Isis, goddess of fertility and magic            | NG        | Knowledge, Life          | Ankh and star                        |\n| Nephthys, goddess of death and grief            | CG        | Death                    | Horns around a lunar disk            |\n| Osiris, god of nature and the underworld        | LG        | Life, Nature             | Crook and flail                      |\n| Ptah, god of crafts, knowledge, and secrets     | LN        | Knowledge                | Bull                                 |\n| Set, god of darkness and desert storms          | CE        | Death, Tempest, Trickery | Coiled cobra                         |\n| Sobek, god of water and crocodiles              | LE        | Nature, Tempest          | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom              | N         | Knowledge                | Ibis                                 |","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_pantheons","crossreferences":{"to":[]}},{"key":"srd_planes_outer-planes","name":"Outer Planes","desc":"If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.\n\nWhen discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.\n\nEven in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.\n\nDistance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.\n\nThe most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.\n\nThe planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_planes","crossreferences":{"to":[]}},{"key":"srd_race_speed","name":"Speed","desc":"Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").","index":6,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_races","crossreferences":{"to":[]}},{"key":"srd_spellcasting_casting-in-armor","name":"Casting in Armor","desc":"Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_spellcasting","crossreferences":{"to":[]}},{"key":"srd_traps_sample-traps","name":"Sample Traps","desc":"The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_traps","crossreferences":{"to":[]}},{"key":"srd_movement-and-position_flying-movement","name":"Flying Movement","desc":"Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.","index":6,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_movement-and-position","crossreferences":{"to":[]}},{"key":"srd-2024_combat_ranged-attacks","name":"Ranged Attacks","desc":"When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.\n\n## Range\n\nYou can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.\n\nSome ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can’t attack a target beyond long range.\n\n## Ranged Attacks in Close Combat\n\nAiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the Incapacitated condition (see “Rules Glossary”).","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_combat","crossreferences":{"to":[]}},{"key":"srd-2024_damage-and-healing_resistance-and-vulnerability","name":"Resistance and Vulnerability","desc":"Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you.\n\n## No Stacking\n\nMultiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you.\n\n## Order of Application\n\nModifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.\n\nFor example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22).","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_damage-and-healing","crossreferences":{"to":[]}},{"key":"srd-2024_create-your-character_starting-at-higher-levels","name":"Starting at Higher Levels","desc":"Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.\n\n### Creating Your Character\n\nCreating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the \"Level Advancement\" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP.\n\n### Bonus Feats at Level 20\n\nA GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.\n\n### Starting Equipment\n\nThe GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM.\n\nAlso, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in \"Equipment\" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them.\n\n|Starting Level|Equipment and Money|Magic Items|\n|---|---|---|\n|2–4|Normal starting equipment|1 Common|\n|5–10|500 GP plus 1d10 × 25 GP plus normal starting equipment|1 Common, 1 Uncommon|\n|11–16|5,000 gp plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 3 Uncommon, 1 Rare|\n|17–20|20,000 GP plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare|","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_create-your-character","crossreferences":{"to":[]}},{"key":"srd-2024_multiclassing_extra-attack","name":"Extra Attack","desc":"If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature).\n\nSimilarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack.","index":7,"initialHeaderLevel":2,"document":"srd-2024","ruleset":"srd-2024_multiclassing","crossreferences":{"to":[]}},{"key":"srd_abilities_skills-with-different-abilities","name":"Variant: Skills with Different Abilities","desc":"Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.","index":7,"initialHeaderLevel":4,"document":"srd-2014","ruleset":"srd_abilities","crossreferences":{"to":[]}},{"key":"srd_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_attacking_ranged-attacks-in-close-combat","name":"Ranged Attacks in Close Combat","desc":"Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_attacking","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_magic-items_consumables","name":"Consumables","desc":"Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_magic-items","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_multiclassing_channel-divinity","name":"Channel Divinity","desc":"If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.","index":7,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_multiclassing","crossreferences":{"to":[]}},{"key":"srd_pantheons_the-norse-pantheon","name":"The Norse Pantheon","desc":"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.\n\nThe Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).","index":7,"initialHeaderLevel":2,"document":"srd-2014","ruleset":"srd_pantheons","crossreferences":{"to":[]}},{"key":"srd_planes_demiplanes","name":"Demiplanes","desc":"Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.","index":7,"initialHeaderLevel":3,"document":"srd-2014","ruleset":"srd_planes","crossreferences":{"to":[]}}]}