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        {
            "name": "Monsters",
            "key": "srd_monsters",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "desc": "A monster’s statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster.",
            "rules": [
                {
                    "key": "srd_monsters_size",
                    "name": "Size",
                    "desc": "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Player’s Handbook* for more information on creature size and space.\n\n### Size Categories\n\n| Size | Space | Examples |\n|--------|----------|---------------|\n| Tiny | 2½ by 2½ ft. | Imp, sprite |\n| Small | 5 by 5 ft. | Giant rat, goblin |\n| Medium | 5 by 5 ft. | Orc, werewolf |\n| Large | 10 by 10 ft. | Hippogriff, ogre |\n| Huge | 15 by 15 ft. | Fire giant, treant |\n| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm ",
                    "index": 1,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_modifying-creatures",
                    "name": "Modifying Creatures",
                    "desc": "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.",
                    "index": 2,
                    "initialHeaderLevel": 4,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_type",
                    "name": "Type",
                    "desc": "A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes the following monster types, which have no rules of their own.\n\n**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\n**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\n**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.\n\n**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.\n\n**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.\n\n**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.\n\n**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.\n\n**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\n**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.\n\n**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\n**Monstrosities** are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.\n\n**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\n**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.\n\n**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.",
                    "index": 2,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_tags",
                    "name": "Tags",
                    "desc": "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.",
                    "index": 3,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_alignment",
                    "name": "Alignment",
                    "desc": "A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player’s Handbook* for descriptions of the different alignments.\n\nThe alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.\n\nSome creatures can have **any alignment**. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.\n\nMany creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don’t have an alignment.",
                    "index": 4,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd_monsters_speed",
                    "name": "Speed",
                    "desc": "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the *Player’s Handbook*.\n\nAll creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.\n\nSome creatures have one or more of the following additional movement modes.\n\n## Burrow\n\nA monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.\n\n## Climb\n\nA monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.\n\n## Fly\n\nA monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player’s Handbook*). Such a monster stops hovering when it dies.\n\n## Swim\n\nA monster that has a swimming speed doesn’t need to spend extra movement to swim.",
                    "index": 8,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_ability-scores",
                    "name": "Ability Score",
                    "desc": "Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the *Player’s Handbook*.",
                    "index": 9,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_saving-throws",
                    "name": "Saving Throws",
                    "desc": "The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.\n\nA saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).",
                    "index": 10,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_prof-bonus-by-cr",
                    "name": "Proficiency Bonus by Challenge Rating",
                    "desc": "| Challenge | Proficiency Bonus |\n|---------------|--------------------------|\n| 0 | +2 |\n| ⅛ | +2 |\n| ¼ | +2 |\n| ½ |+2 |\n| 1 | +2 |\n| 2 | +2 |\n| 3 | +2 |\n| 4 | +2 |\n| 5 | +3 |\n| 6 | +3 |\n| 7 | +3 |\n| 8 | +3 |\n| 9 | +4 |\n| 10 | +4 |\n| 11 | +4 |\n| 12 | +4 |\n| 13 | +5 |\n| 14 | +5 |\n| 15 | +5 |\n| 16 | +5 |\n| 17 | +6 |\n| 18 | +6 |\n| 19 | +6 |\n| 20 | +6 |\n| 21 | +7 |\n| 22 | +7 |\n| 23 | +7 |\n| 24 | +7 |\n| 25 | +8 |\n| 26 | +8 |\n| 27 | +8 |\n| 28 | +8 |\n| 29 | +9 |\n| 30 | +9 |\n\n",
                    "index": 11,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_skills",
                    "name": "Skills",
                    "desc": "The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.\n\nA skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.",
                    "index": 12,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_armor-weapon-tool-proficiencies",
                    "name": "Armor, Weapon and Tool Proficiency",
                    "desc": "Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.\n\nFor example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.\n\nSee the *Player’s Handbook* for rules on using armor or weapons without proficiency.",
                    "index": 13,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_vulnerabilities-resistances-immunities",
                    "name": "Vulnerabilities, Resistances, and Immunities",
                    "desc": "Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.",
                    "index": 14,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_senses",
                    "name": "Senses",
                    "desc": "The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.\n\n## Blindsight\n\nA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.\n\nIf a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.\n\n## Darkvision\n\nA monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.\n\n### Tremorsense\n\nA monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.\n\n## Truesight\n\nA monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.",
                    "index": 15,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "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"
                },
                {
                    "key": "srd_monsters_telepathy",
                    "name": "Telepathy",
                    "desc": "Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.\n\nA telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.\n\nA creature within the area of an *antimagic field* or in any other location where magic doesn’t function can’t send or receive telepathic messages.",
                    "index": 17,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_challenge",
                    "name": "Challenge",
                    "desc": "A monster’s **challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.\n\nMonsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.\n\nSome monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.",
                    "index": 18,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_experience-points",
                    "name": "Experience Points",
                    "desc": "The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.\n\nUnless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.",
                    "index": 19,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_experience-points-by-cr",
                    "name": "Experience Points by Challenge Rating",
                    "desc": "| Challenge | XP |\n|---------------|------|\n| 0 | 0 or 10 |\n| ⅛ | 25 |\n| ¼ | 50 |\n| ½ |100 |\n| 1 | 200 |\n| 2 | 450 |\n| 3 | 700 |\n| 4 | 1,100 |\n| 5 | 1,800 |\n| 6 | 2,300 |\n| 7 | 2,900 |\n| 8 | 3,900 |\n| 9 | 5,000 |\n| 10 | 5,900 |\n| 11 | 7,200 |\n| 12 | 8,400 |\n| 13 | 10,000 |\n| 14 | 11,500 |\n| 15 | 13,000 |\n| 16 | 15,000 |\n| 17 | 18,000 |\n| 18 | 20,000 |\n| 19 | 22,000 |\n| 20 | 25,000 |\n| 21 | 33,000 |\n| 22 | 41,000 |\n| 23 | 50,000 |\n| 24 | 62,000 |\n| 25 | 75,000 |\n| 26 | 90,000 |\n| 27 | 105,000 |\n| 28 | 120,000 |\n| 29 | 135,000 |\n| 30 | 155,000 |",
                    "index": 20,
                    "initialHeaderLevel": 4,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_special-traits",
                    "name": "Special Traits",
                    "desc": "Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.",
                    "index": 21,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "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"
                },
                {
                    "key": "srd_monsters_spellcasting",
                    "name": "Spellcasting",
                    "desc": "A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player’s Handbook*). The spellcaster level is also used for any cantrips included in the feature.\n\nThe monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.\n\nA monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.\n\nYou can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.",
                    "index": 23,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_psionics",
                    "name": "Psionics",
                    "desc": "A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells.",
                    "index": 24,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_actions",
                    "name": "Actions",
                    "desc": "When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player’s Handbook*.",
                    "index": 25,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_melee-and-ranged-attacks",
                    "name": "Melee and Ranged Attacks",
                    "desc": "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player’s Handbook*.\n\n***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.\n\n***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"*Hit*\" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.\n\n***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the \"*Miss:*\" notation.",
                    "index": 26,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_multiattack",
                    "name": "Multiattack",
                    "desc": "A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.",
                    "index": 27,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_ammunition",
                    "name": "Ammunition",
                    "desc": "A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.",
                    "index": 28,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "key": "srd_monsters_reactions",
                    "name": "Ammunition",
                    "desc": "If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.",
                    "index": 29,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd_monsters_equipment",
                    "name": "Equipment",
                    "desc": "A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.\n\nYou can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.\n\nIf a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.",
                    "index": 32,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd_monsters_regional-effects",
                    "name": "Regional Effects",
                    "desc": "The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.",
                    "index": 37,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_monsters"
                }
            ],
            "crossreferences": {
                "to": []
            }
        },
        {
            "name": "Spellcasting",
            "key": "srd_spellcasting",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "desc": "Magic permeates fantasy gaming worlds and often appears in the form of a spell.\n\nThis section provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.",
            "rules": [
                {
                    "key": "srd_spellcasting_what-is-a-spell",
                    "name": "What Is a Spell?",
                    "desc": "A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.\n\nSpells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead.\n\nUncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.",
                    "index": 1,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_spell-level",
                    "name": "Spell Level",
                    "desc": "Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _magic missile_ at 1st level and the earth-shaking _wish_ at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.\n\nSpell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.",
                    "index": 2,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "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"
                },
                {
                    "key": "srd_spellcasting_spell-slots",
                    "name": "Spell Slots",
                    "desc": "Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.\n\nWhen a character casts a spell, he or she expends a slot of that spell's level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _magic missile_, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.\n\nFinishing a long rest restores any expended spell slots.\n\nSome characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.",
                    "index": 4,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd_spellcasting_cantrips",
                    "name": "Cantrips",
                    "desc": "A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.",
                    "index": 7,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_rituals",
                    "name": "Rituals",
                    "desc": "Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.\n\nTo cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.",
                    "index": 8,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_casting-a-spell",
                    "name": "Casting a Spell",
                    "desc": "When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.\n\nEach spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",
                    "index": 9,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_casting-time",
                    "name": "Casting Time",
                    "desc": "Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",
                    "index": 10,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_bonus-action",
                    "name": "Bonus Action",
                    "desc": "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.",
                    "index": 11,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_reactions",
                    "name": "Bonus Action",
                    "desc": "Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.",
                    "index": 12,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_longer-casting-times",
                    "name": "Longer Casting Times",
                    "desc": "Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.",
                    "index": 13,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_spell-range",
                    "name": "Spell Range",
                    "desc": "The target of a spell must be within the spell's range. For a spell like _magic missile_, the target is a creature. For a spell like _fireball_, the target is the point in space where the ball of fire erupts.\n\nMost spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the _shield_ spell, affect only you. These spells have a range of self.\n\nSpells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect”).\n\nOnce a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.",
                    "index": 14,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_components",
                    "name": "Components",
                    "desc": "A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.\n\n### Verbal (V)\n\nMost spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the _silence_ spell, can't cast a spell with a verbal component.\n\n### Somatic (S)\n\nSpellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.\n\n### Material (M)\n\nCasting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.\n\nIf a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.\n\nA spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components",
                    "index": 15,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_duration",
                    "name": "Duration",
                    "desc": "A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.\n\n### Instantaneous\n\nMany spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.\n\n### Concentration\n\nSome spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.\n\nIf a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).\n\nNormal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:\n\n* **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.\n* **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.\n* **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die.\n\nThe GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.",
                    "index": 16,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_targets",
                    "name": "Targets",
                    "desc": "A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).\n\nUnless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.\n\n### A Clear Path to the Target\n\nTo target something, you must have a clear path to it, so it can't be behind total cover.\n\nIf you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.\n\n### Targeting Yourself\n\nIf a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.",
                    "index": 17,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_areas-of-effect",
                    "name": "Areas of Effect",
                    "desc": "Spells such as _burning hands_ and _cone of cold_ cover an area, allowing them to affect multiple creatures at once.\n\nA spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.\n\nA spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.\n\n### Cone\n\nA cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.\n\nA cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.\n\n### Cube\n\nYou select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.\n\nA cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.\n\n### Cylinder\n\nA cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.\n\nA cylinder's point of origin is included in the cylinder's area of effect.\n\n### Line\n\nA line extends from its point of origin in a straight path up to its length and covers an area defined by its width.\n\nA line's point of origin is not included in the line's area of effect, unless you decide otherwise.\n\n### Sphere\n\nYou select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.\n\nA sphere's point of origin is included in the sphere's area of effect.\n\n## Spell Saving Throws\n\nMany spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.\n\nThe DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.",
                    "index": 18,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_spell-attack-rolls",
                    "name": "Spell Attack Rolls",
                    "desc": "Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.\n\nMost spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.",
                    "index": 19,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                },
                {
                    "key": "srd_spellcasting_schools-of-magic",
                    "name": "The Schools of Magic",
                    "desc": "Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.\n>\n> The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.\n>\n> **Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.\n>\n> **Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.\n>\n> **Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.\n>\n> **Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.\n>\n> **Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.\n>\n> **Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.\n>\n> **Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\n>\n> Creating the undead through the use of necromancy spells such as _animate dead_ is not a good act, and only evil casters use such spells frequently.\n>\n> **Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.\n\n## Combining Magical Effects\n\nThe effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.\n\nFor example, if two clerics cast _bless_ on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.",
                    "index": 20,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_spellcasting"
                }
            ],
            "crossreferences": {
                "to": []
            }
        },
        {
            "name": "Traps",
            "key": "srd_traps",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "desc": "Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.\n\nA trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as _glyph of warding_ and _symbol_ that function as traps.",
            "rules": [
                {
                    "key": "srd_traps_traps-in-play",
                    "name": "Traps in Play",
                    "desc": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.",
                    "index": 1,
                    "initialHeaderLevel": 2,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_triggering-a-trap",
                    "name": "Triggering a Trap",
                    "desc": "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.",
                    "index": 2,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_detecting-and-disabling-a-trap",
                    "name": "Detecting and Disabling a Trap",
                    "desc": "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.\n\nA trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.\n\nAny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use _dispel magic_.\n\nIn most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.\n\nYou should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.\n\nFoiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.\n\nTraps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.",
                    "index": 3,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_trap-effects",
                    "name": "Trap Effects",
                    "desc": "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.\n\nThe attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.\n\nA trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback     | 10-11   | +3 to +5     |\n| Dangerous   | 12-15   | +6 to +8     |\n| Deadly      | 16-20   | +9 to +12    |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th         | 1d10    | 2d10      | 4d10   |\n| 5th-10th        | 2d10    | 4d10      | 10d10  |\n| 11th-16th       | 4d10    | 10d10     | 18d10  |\n| 17th-20th       | 10d10   | 18d10     | 24d10  |",
                    "index": 4,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd_traps_collapsing-roof",
                    "name": "Collapsing Roof",
                    "desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
                    "index": 7,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_falling-net",
                    "name": "Falling Net",
                    "desc": "_Mechanical trap_\n\nThis trap uses a trip wire to release a net suspended from the ceiling.\n\nThe trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nWhen the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10\n\nStrength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.",
                    "index": 8,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_fire-breating-statue",
                    "name": "Fire-Breathing Statue",
                    "desc": "_Magic trap_\n\nThis trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\n\nThe DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n\nWedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.",
                    "index": 9,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_pits",
                    "name": "Pits",
                    "desc": "_Mechanical trap_\n\nFour basic pit traps are presented here.\n\n**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\n\nThe DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\n\n**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.\n\nA successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\n\nWhen a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\n\nOnce the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.\n\n**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\n\nA successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\n\n**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
                    "index": 10,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_poison-darts",
                    "name": "Poison Darts",
                    "desc": "_Mechanical trap_\n\nWhen a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\n\nThe tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8\n\nbonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.",
                    "index": 11,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_poison-needles",
                    "name": "Poison Needle",
                    "desc": "_Mechanical trap_\n\nA poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\n\nWhen the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11\n\n(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.\n\nA successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
                    "index": 12,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_rolling-sphere",
                    "name": "Rolling Sphere",
                    "desc": "_Mechanical trap_\n\nWhen 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.\n\nWith a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.\n\nActivation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.\n\nThe sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.\n\nAs an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.",
                    "index": 13,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                },
                {
                    "key": "srd_traps_sphere-of-annihilation",
                    "name": "Sphere of Annihilation",
                    "desc": "_Magic trap_\n\nMagical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\n\nA successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that can't be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.\n\nSome versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.",
                    "index": 14,
                    "initialHeaderLevel": 3,
                    "document": "srd-2014",
                    "ruleset": "srd_traps"
                }
            ],
            "crossreferences": {
                "to": []
            }
        },
        {
            "name": "Combat",
            "key": "srd-2024_combat",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "desc": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.",
            "rules": [
                {
                    "key": "srd-2024_combat_the-order-of-combat",
                    "name": "The Order of Combat",
                    "desc": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.\n\n## Combat Step by Step\n\nCombat unfolds in these steps:\n\n1. **Establish Positions.** The Game Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are—how far away and in what direction.\n2. **Roll Initiative.** Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.\n3. **Take Turns.** Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.\n\n## Initiative\n\nInitiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.\n\n**Surprise.** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.\n\n**Initiative Order.** A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.\n\n**Ties.** If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.\n\n## Your Turn\n\nOn your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.\n\nThe main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement.\n\n**Communicating.** You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.\n\nExtended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster.\n\n**Interacting with Things.** You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.\n\nIf you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.\n\n**Doing Nothing on Your Turn.** You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting.\n\n## Ending Combat\n\nCombat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.",
                    "index": 1,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_playing-on-a-grid",
                    "name": "Playing on a Grid",
                    "desc": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\n**Squares.** Each square represents 5 feet.\n\n**Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.\n\n**Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.\n\n**Corners.** Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.\n\n**Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.",
                    "index": 2,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_movement-and-position",
                    "name": "Movement and Position",
                    "desc": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.\n\nHowever you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.\n\nA character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.\n\n## Difficult Terrain\n\nCombatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.\n\nEvery foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.\n\n## Breaking Up Your Move\n\nYou can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.\n\n## Dropping Prone\n\nOn your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0.\n\n## Creature Size\n\nA creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.\n\nA character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.\n\nTable: Creature Size and Space\n\n|Size|Space (Feet)|Space (Squares)|\n|---|---|---|\n|Tiny|2½ by 2½ feet|4 per square|\n|Small|5 by 5 feet|1 square|\n|Medium|5 by 5 feet|1 square|\n|Large|10 by 10 feet|4 squares (2 by 2)|\n|Huge|15 by 15 feet|9 squares (3 by 3)|\n|Gargantuan|20 by 20 feet|16 squares (4 by 4)|\n\n## Moving around Other Creatures\n\nDuring your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you.\n\nAnother creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.\n\nYou can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature.",
                    "index": 3,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_making-an-attack",
                    "name": "Making an Attack",
                    "desc": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:\n\n1. **Choose a Target.** Pick a target within your attack’s range: a creature, an object, or a location.\n2. **Determine Modifiers.** The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.\n3. **Resolve the Attack.** Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.",
                    "index": 4,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_unseen-attackers-and-target",
                    "name": "Unseen Attackers and Targets",
                    "desc": "When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.\n\nWhen a creature can’t see you, you have Advantage on attack rolls against it.\n\nIf you are hidden when you make an attack roll, you give away your location when the attack hits or misses.",
                    "index": 5,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "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"
                },
                {
                    "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"
                },
                {
                    "key": "srd-2024_combat_melee-attacks",
                    "name": "Melee Attacks",
                    "desc": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.\n\n## Reach\n\nA creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions.\n\n## Opportunity Attacks\n\nCombatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.\n\n**Avoiding Opportunity Attacks.** You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach or if you fall past an enemy.\n\n**Making an Opportunity Attack.** You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.",
                    "index": 8,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_mounted-combat",
                    "name": "Mounted Combat",
                    "desc": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.\n\n## Mounting and Dismounting\n\nDuring your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.\n\n## Controlling a Mount\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.\n\nThe Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nIn contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.\n\n## Falling Off\n\nIf an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount.\n\nWhile mounted, you must make the same save if you’re knocked Prone or the mount is.",
                    "index": 9,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                },
                {
                    "key": "srd-2024_combat_underwater-combat",
                    "name": "Underwater Combat",
                    "desc": "A fight underwater follows these rules.\n\n## Impeded Weapons\n\nWhen making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range, and the attack roll has Disadvantage against a target within normal range.\n\n## Fire Resistance\n\nAnything underwater has Resistance to Fire damage (explained in “Damage and Healing”).",
                    "index": 10,
                    "initialHeaderLevel": 2,
                    "document": "srd-2024",
                    "ruleset": "srd-2024_combat"
                }
            ],
            "crossreferences": {
                "to": []
            }
        }
    ]
}