{"_id":"0CvBVevL3tyiJrHu","name":"Movement and Position","permission":{"default":0},"folder":"","flags":{},"content":"<p>In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.</p>\n<p>On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.</p>\n<p>Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.</p>\n<h2>Breaking Up Your Move</h2>\n<p>You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.</p>\n<h3>Moving between Attacks</h3>\n<p>If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.</p>\n<h3>Using Different Speeds</h3>\n<p>If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.</p>\n<p>For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly power on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.</p>\n<h2>Difficult Terrain</h2>\n<p>Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.</p>\n<p>Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.</p>\n<p>Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.</p>\n<h2>Being Prone</h2>\n<p>Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are @Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{prone}, a condition described in @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{appendix PH-A}.</p>\n<p>You can <strong>drop prone</strong> without using any of your speed. <strong>Standing up</strong> takes more effort; doing so costs an amount of movement equal to half your speed. </p>\n<p>For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.</p>\n<p>To move while prone, you must <strong>crawl</strong> or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.</p>\n<hr />\n<h4>Interacting with Objects Around You</h4>\n<p>Here are a few examples of the sorts of thing you can do in tandem with your movement and action:</p>\n<ul>\n<li>draw or sheathe a sword </li>\n<li>open or close a door</li>\n<li>withdraw a potion from your backpack</li>\n<li>pick up a dropped axe </li>\n<li>take a bauble from a table </li>\n<li>remove a ring from your finger </li>\n<li>stuff some food into your mouth</li>\n<li>plant a banner in the ground </li>\n<li>fish a few coins from your belt pouch</li>\n<li>drink all the ale in a flagon </li>\n<li>throw a lever or a switch </li>\n<li>pull a torch from
{"_id":"10RNSKCH2hTja3DG","name":"Darkvision","permission":{"default":0},"flags":{},"content":"<p>A 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.</p>"}
{"_id":"1XcKtGnKprqX6fa2","name":"Petrified","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.</li>\n<li>The creature is @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}, can’t move or speak, and is unaware of its surroundings.</li>\n<li>Attack rolls against the creature have advantage.</li>\n<li>The creature automatically fails Strength and Dexterity saving throws.</li>\n<li>The creature has resistance to all damage.</li>\n<li>The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.</li>\n</ul>"}
{"_id":"22X9hFEKq39gPVh1","name":"* Table of Contents & Disclaimer *","permission":{"default":0},"folder":"","flags":{},"content":"<h2>Table of Contents</h2>\n<h3>@Compendium[sw5e.rules.K4gCElq0T90cEqyM]{01. Beyond 1st Level}</h3>\n<h3>@Compendium[sw5e.rules.MC21HwcEQKaPWJmW]{02. Races}</h3>\n<h3>@Compendium[sw5e.rules.gt9usRMc7QelbgqR]{03. Classes}</h3>\n<h3>@Compendium[sw5e.rules.l9Iy6sHYrQpEOAxs]{04. Personality and Background}</h3>\n<p> › @Compendium[sw5e.rules.Y7UCgFzAGdCPR82z]{Alignment}</p>\n<p> › @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}</p>\n<p> › @Compendium[sw5e.rules.nH479uePVw8HGkLD]{Inspiration}</p>\n<p> › @Compendium[sw5e.rules.uTHSGujAj4E8zwFx]{Backgrounds}</p>\n<h3>@Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{05. Equipment}</h3>\n<p> › @Compendium[sw5e.rules.YUyO7WBD2DSlCBej]{Selling Treasure}</p>\n<p> › @Compendium[sw5e.rules.ln4KF7662eP93keD]{Armor}</p>\n<p> › @Compendium[sw5e.rules.VbMVnhcLWO4YX1V9]{Weapons}</p>\n<p> › @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}</p>\n<p> › @Compendium[sw5e.rules.soqKcpGwvId8hQ9r]{Tools}</p>\n<p> › @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles}</p>\n<p> › @Compendium[sw5e.rules.pOHY1F2F9Jf9S76B]{Trade Goods}</p>\n<p> › @Compendium[sw5e.rules.SlXnxASl7xZ7EjSx]{Expenses}</p>\n<h3>@Compendium[sw5e.rules.XoqL0uB0p6oDroEY]{06. Customization Options}</h3>\n<p> › @Compendium[sw5e.rules.EUz4asMc70JCswio]{Multiclassing}</p>\n<p> › @Compendium[sw5e.rules.F8iHVJAIMCTLClx3]{Feats}</p>\n<h3>@Compendium[sw5e.rules.qLXNi9sr82rz60ji]{07. Using Ability Scores}</h3>\n<p> › @Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}</p>\n<p> › @Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}</p>\n<p> › @Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}</p>\n<p> › @Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}</p>\n<p> › @Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}</p>\n<p> › @Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}</p>\n<h3>@Compendium[sw5e.rules.7UfmD35eMS39i26Y]{08. Adventuring}</h3>\n<p> › @Compendium[sw5e.rules.gRcWZ56MBxjX2mbO]{Time}</p>\n<p> › @Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Movement}</p>\n<p> › @Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}</p>\n<p> › @Compendium[sw5e.rules.ei4esVo9XkUXRccq]{Resting}</p>\n<p> › @Compendium[sw5e.rules.gPaI6ycBI7MRz2IJ]{Between Adventures}</p>\n<h3>@Compendium[sw5e.rules.3V8ywGHQEpbZpsIL]{09. Combat}</h3>\n<p> › @Compendium[sw5e.rules.gJwZ7NM3G52dqlz2]{The Order of Combat}</p>\n<p> › @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position}</p>\n<p> › @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}</p>\n<p> › @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack}</p>\n<p> › @Compendium[sw5e.rules.yL4L6QQ7xhMbgWZx]{Cover}</p>\n<p> › @Compendium[sw5e.rules.HORLogaZ0ysOpi3J]{Damage and Healing}</p>\n<p> › @Compendium[sw5e.rules.BffmI2fRdtO9sgni]{Mounted Combat}</p>\n<p> › @Compendium[sw5e.rules.xclLVni6OuNUrewU]{Underwater Combat}</p>\n<h3>@Compendium[sw5e.rules.jn0Tg6J55h4I9zXs]{10. Powercasting}</h3>\n<p> › @Compendium[sw5e.rules.ixN1vVJkzhiaebQK]{What Is a Power?}</p>\n<p> › @Compendium[sw5e.rules.JH4AH5qkr4FNCXnQ]{Casting a Power}</p>\n<p> › @Compendium[sw5e.rules.i17iE69KohQMPd5X]{Power Descriptions}</p>\n<h4> Class Power Lists</h4>\n<p> › @Compendium[sw5e.rules.IryZdZqi3R8JdTi1]{Bard Powers}</p>\n<p> › @Compendium[sw5e.rules.pp8EcJKHl05DxFPO]{Cleric P
{"_id":"2JNtWRo7wMq08bXn","name":"Appendix PH-B: Fantasy-Historical Pantheons","permission":{"default":0},"folder":"","flags":{},"content":"<p>The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.</p>\n<h3>The Celtic Pantheon</h3>\n<p>It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.</p>\n<p>The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. </p>\n<table><caption>\n<h4>Celtic Deities</h4>\n</caption>\n<thead>\n<tr>\n<td>Deity</td>\n<td>Alignment</td>\n<td>Suggested Domains</td>\n<td>Symbol</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>The Daghdha, god of weather and crops</td>\n<td>CG</td>\n<td>Nature, Trickery</td>\n<td>Bubbling cauldron or shield</td>\n</tr>\n<tr>\n<td>Arawn, god of life and death</td>\n<td>NE</td>\n<td>Life, Death</td>\n<td>Black star on gray background</td>\n</tr>\n<tr>\n<td>Belenus, god of sun, light, and warmth</td>\n<td>NG</td>\n<td>Light</td>\n<td>Solar disk and standing stones</td>\n</tr>\n<tr>\n<td>Brigantia, goddess of rivers and livestock</td>\n<td>NG</td>\n<td>Life</td>\n<td>Footbridge</td>\n</tr>\n<tr>\n<td>Diancecht, god of medicine and healing</td>\n<td>LG</td>\n<td>Life</td>\n<td>Crossed oak and mistletoe branches</td>\n</tr>\n<tr>\n<td>Dunatis, god of mountains and peaks</td>\n<td>N</td>\n<td>Nature</td>\n<td>Red sun-capped mountain peak</td>\n</tr>\n<tr>\n<td>Goibhniu, god of smiths and healing</td>\n<td>NG</td>\n<td>Knowledge, Life</td>\n<td>Giant mallet over sword</td>\n</tr>\n<tr>\n<td>Lugh, god of arts, travel, and commerce</td>\n<td>CN</td>\n<td>Knowledge, Life</td>\n<td>Pair of long hands</td>\n</tr>\n<tr>\n<td>Manannan mac Lir, god of oceans and sea creatures</td>\n<td>LN</td>\n<td>Nature, Tempest</td>\n<td>Wave of white water on green</td>\n</tr>\n<tr>\n<td>Math Mathonwy, god of magic</td>\n<td>NE</td>\n<td>Knowledge</td>\n<td>Staff</td>\n</tr>\n<tr>\n<td>Morrigan, goddess of battle</td>\n<td>CE</td>\n<td>War</td>\n<td>Two crossed spears</td>\n</tr>\n<tr>\n<td>Nuada, god of war and warriors</td>\n<td>N</td>\n<td>War</td>\n<td>Silver hand on black background</td>\n</tr>\n<tr>\n<td>Oghma, god of speech and writing</td>\n<td>NG</td>\n<td>Knowledge</td>\n<td>Unfurled scroll</td>\n</tr>\n<tr>\n<td>Silvanus, god of nature and forests</td>\n<td>N</td>\n<td>Nature</td>\n<td>Summer oak tree</td>\n</tr>\n</tbody>\n</table>\n<h3>The Greek Pantheon</h3>\n<p>The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too.</p>\n<table><caption>\n<h4>Greek Deities</h4>\n</caption>\n<thead>\n<tr>\n<td>Deity</td>\n<td>Alignment</td>\n<td>Suggested Domains</td>\n<td>Symbol</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Zeus, god of the sky, ruler of the gods</td>\n<td>N</td>\n<td>Tempest</td>\n<td>Fist full of lightning bolts</td>\n</tr>\n<tr>\n<td>Aphrodite, goddess of love and beauty</td>\n<td>CG</td>\n<td>Light</td>\n<td>Sea shell</td>\n</tr>\n<tr>\n<td>Apollo, god of light, music, and healing</td>\n<td>CG</td>\n<td>Knowledge, Life, Light</td>\n<td>Lyre</
{"_id":"3V8ywGHQEpbZpsIL","name":"09. Combat","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.9XkEWpfG5rprxfUz"}},"content":"<p>@Compendium[sw5e.rules.gJwZ7NM3G52dqlz2]{The Order of Combat}</p>\n<p> › Surprise</p>\n<p> › Initiative</p>\n<p> › Your Turn</p>\n<p> › Reactions</p>\n<p>@Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position}</p>\n<p> › Breaking Up Your Move</p>\n<p> › Difficult Terrain</p>\n<p> › Being Prone</p>\n<p> › Moving Around Other Creatures</p>\n<p> › Flying Movement</p>\n<p> › Creature Size</p>\n<p>@Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}</p>\n<p> › Attack</p>\n<p> › Cast a Power</p>\n<p> › Dash</p>\n<p> › Disengage</p>\n<p> › Dodge</p>\n<p> › Help</p>\n<p> › Hide</p>\n<p> › Ready</p>\n<p> › Search</p>\n<p> › Use an Object</p>\n<p>@Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack}</p>\n<p> › Attack Rolls</p>\n<p> › Unseen Attackers and Targets</p>\n<p> › Ranged Attacks</p>\n<p> › Melee Attacks</p>\n<p>@Compendium[sw5e.rules.yL4L6QQ7xhMbgWZx]{Cover}</p>\n<p>@Compendium[sw5e.rules.HORLogaZ0ysOpi3J]{Damage and Healing}</p>\n<p> › Hit Points</p>\n<p> › Damage Rolls</p>\n<p> › Damage Resistance and Vulnerability</p>\n<p> › Healing</p>\n<p> › Dropping to 0 Hit Points</p>\n<p> › Knocking a Creature Out</p>\n<p> › Temporary Hit Points</p>\n<p>@Compendium[sw5e.rules.BffmI2fRdtO9sgni]{Mounted Combat}</p>\n<p> › Mounting and Dismounting</p>\n<p> › Controlling a Mount</p>\n<p>@Compendium[sw5e.rules.xclLVni6OuNUrewU]{Underwater Combat}</p>","img":"icons/sundries/documents/blueprint-axe.webp"}
{"_id":"4evhv10gHF3SwYFu","name":"A. Appendices","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.njFPqMUbaO5PCK3g"}},"content":"<p>@Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A: Conditions}</p>\n<p>@Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Appendix PH-B: Fantasy-Historical Pantheons}</p>\n<p>@Compendium[sw5e.rules.YnBURsGSxWYiMVxw]{Appendix PH-C: The Planes of Existence}</p>\n<p>@Compendium[sw5e.rules.rjStJTCJtoSqua8Z]{Appendix MM-A: Miscellaneous Creatures}</p>\n<p>@Compendium[sw5e.rules.wHI1i7HR2l0T3qVV]{Appendix MM-B: Nonplayer Characters}</p>","img":"icons/sundries/documents/document-official-capital.webp"}
{"_id":"5k4FvK4usg7JXoZo","name":"Madness","permission":{"default":0},"folder":"","flags":{},"content":"<p>In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.</p>\n<h2>Going Mad</h2>\n<p>Various magical effects can inflict madness on an otherwise stable mind. Certain powers, such as @Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane} and @Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}, can cause insanity, and you can use the madness rules here instead of the power effects of those powers. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.</p>\n<p>Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.</p>\n<h2>Madness Effects</h2>\n<p>Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.</p>\n<p>A character afflicted with <strong>short-term madness</strong> is subjected to an effect from the Short-Term Madness table for 1d10 minutes.</p>\n<p>A character afflicted with<strong> long-term madness</strong> is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.</p>\n<p>A character afflicted with <strong>indefinite madness</strong> gains a new character flaw from the Indefinite Madness table that lasts until cured.</p>\n<table border=\"0\"><caption>\n<h4>Short-Term Madness</h4>\n</caption>\n<thead>\n<tr>\n<td>d100</td>\n<td>Effect (lasts 1d10 minutes)</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>01–20</td>\n<td>The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.</td>\n</tr>\n<tr>\n<td>21–30</td>\n<td>The character becomes incapacitated and spends the duration screaming, laughing, or weeping.</td>\n</tr>\n<tr>\n<td>31–40</td>\n<td>The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.</td>\n</tr>\n<tr>\n<td>41–50</td>\n<td>The character begins babbling and is incapable of normal speech or powercasting.</td>\n</tr>\n<tr>\n<td>51–60</td>\n<td>The character must use his or her action each round to attack the nearest creature.</td>\n</tr>\n<tr>\n<td>61–70</td>\n<td>The character experiences vivid hallucinations and has disadvantage on ability checks.</td>\n</tr>\n<tr>\n<td>71–75</td>\n<td>The character does whatever anyone tells him or her to do that isn’t obviously selfdestructive.</td>\n</tr>\n<tr>\n<td>76–80</td>\n<td>The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.</td>\n</tr>\n<tr>\n<td>81–90</td>\n<td>The character is stunned.</td>\n</tr>\n<tr>\n<td>91–100</td>\n<td>The character falls unconscious.</td>\n</tr>\n</tbody>\n</table>\n<table border=\"0\"><caption>\n<h4>Long-Term Madness</h4>\n</caption>\n<thead>\n<tr>\n<td>d100</td>\n<td>Effect (lasts 1d10 × 10 hours)</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>01–10</td>\n<td>The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.</td>\n</tr>\n<tr>\n<td>11–20</td>\n<td>The character experiences vivid hallucinations and has disadvantage on ability checks.</td>\n</tr>\n<tr>\n<td>21–30</td>\n<td>The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.</td>\n</tr>\n<tr>\n<td>31–40</td>\n<td>The character regards something (usua
{"_id":"6HGktrdtUUPc4Ujj","name":"Poisons","permission":{"default":0},"folder":"","flags":{},"content":"<p>Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.</p>\n<p>Poisons come in the following four types.</p>\n<p><strong>Contact. </strong>Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.</p>\n<p><strong>Ingested. </strong>A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.</p>\n<p><strong>Inhaled.</strong> These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.</p>\n<p><strong>Injury. </strong>Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Poisons</h4>\n</caption>\n<thead>\n<tr>\n<td>Item</td>\n<td>Type</td>\n<td>Price per Dose</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Assassin’s blood</td>\n<td>Ingested</td>\n<td>150 gp</td>\n</tr>\n<tr>\n<td>Burnt othur fumes</td>\n<td>Inhaled</td>\n<td>500 gp</td>\n</tr>\n<tr>\n<td>Crawler mucus</td>\n<td>Contact</td>\n<td>200 gp</td>\n</tr>\n<tr>\n<td>Drow poison</td>\n<td>Injury</td>\n<td>200 gp</td>\n</tr>\n<tr>\n<td>Essence of ether</td>\n<td>Inhaled</td>\n<td>300 gp</td>\n</tr>\n<tr>\n<td>Malice</td>\n<td>Inhaled</td>\n<td>250 gp</td>\n</tr>\n<tr>\n<td>Midnight tears</td>\n<td>Ingested</td>\n<td>1,500 gp</td>\n</tr>\n<tr>\n<td>Oil of taggit</td>\n<td>Contact</td>\n<td>400 gp</td>\n</tr>\n<tr>\n<td>Pale tincture</td>\n<td>Ingested</td>\n<td>250 gp</td>\n</tr>\n<tr>\n<td>Purple worm poison</td>\n<td>Injury</td>\n<td>2,000 gp</td>\n</tr>\n<tr>\n<td>Serpent venom</td>\n<td>Injury</td>\n<td>200 gp</td>\n</tr>\n<tr>\n<td>Torpor</td>\n<td>Ingested</td>\n<td>600 gp</td>\n</tr>\n<tr>\n<td>Truth serum</td>\n<td>Ingested</td>\n<td>150 gp</td>\n</tr>\n<tr>\n<td>Wyvern poison</td>\n<td>Injury</td>\n<td>1,200 gp</td>\n</tr>\n</tbody>\n</table>\n<h2>Sample Poisons</h2>\n<p>Each type of poison has its own debilitating effects.</p>\n<p><strong>Assassin’s Blood (Ingested). </strong>A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.</p>\n<p><strong>Burnt Othur Fumes (Inhaled). </strong>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.</p>\n<p><strong>Crawler Mucus (Contact).</strong> This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>\n<p><strong>Drow Poison (Injury). </strong>This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Const
{"_id":"7UfmD35eMS39i26Y","name":"08. Adventuring","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.Y1F84K1aTsgJYF3P"}},"content":"<p>@Compendium[sw5e.rules.gRcWZ56MBxjX2mbO]{Time}</p>\n<p>@Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Movement}</p>\n<p> › Speed</p>\n<p> › Special Types of Movement</p>\n<p>@Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}</p>\n<p> › Falling</p>\n<p> › Suffocating</p>\n<p> › Vision and Light</p>\n<p> › Food and Water</p>\n<p> › Interacting with Objects</p>\n<p>@Compendium[sw5e.rules.ei4esVo9XkUXRccq]{Resting}</p>\n<p> › Short Rest</p>\n<p> › Long Rest</p>\n<p>@Compendium[sw5e.rules.gPaI6ycBI7MRz2IJ]{Between Adventures}</p>\n<p> › Lifestyle Expenses</p>\n<p> › Downtime Activities</p>","img":"icons/environment/settlement/wizard-castle.webp"}
{"_id":"87bCRbO4gFLQJXX4","name":"Movement","permission":{"default":0},"folder":"","flags":{},"content":"<p>Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.</p>\n<p>The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”</p>\n<p>Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.</p>\n<h2>Speed</h2>\n<p>Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a lifethreatening situation.</p>\n<p>The following rules determine how far a character or monster can move in a minute, an hour, or a day.</p>\n<h3>Travel Pace</h3>\n<p>While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.</p>\n<p><strong>Forced March. </strong>The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.</p>\n<p>For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of @Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}.</p>\n<p><strong>Mounts and Vehicles. </strong>For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.</p>\n<p>Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.</p>\n<p>Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a @Compendium[sw5e.items.TjWk2mpNXjDdfIDM]{Carpet of Flying}, allow you to travel more swiftly.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Travel Pace</h4>\n</caption>\n<thead>\n<tr>\n<td rowspan=\"2\">Pace</td>\n<td colspan=\"4\">Distance Traveled per . . .</td>\n</tr>\n<tr>\n<td>Minute</td>\n<td>Hour</td>\n<td>Day</td>\n<td>Effect</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Fast</td>\n<td>400 feet</td>\n<td>4 miles</td>\n<td>30 miles</td>\n<td>- 5 penalty to passive Wisdom (Perception) scores</td>\n</tr>\n<tr>\n<td>Normal</td>\n<td>300 feet</td>\n<td>3 miles</td>\n<td>24 miles</td>\n<td>—</td>\n</tr>\n<tr>\n<td>Slow</td>\n<td>200 feet</td>\n<td>2 miles</td>\n<td>18 miles</td>\n<td>Able to use stealth</td>\n</tr>\n</tbody>\n</table>\n<h3>Difficult Terrain</h3>\n<p>The trave
{"_id":"995mfaI3z7WtY7vK","name":"Blinded","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A blinded creature can’t see and automatically fails any ability check that requires sight</li>\n<li>Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.</li>\n</ul>"}
{"_id":"9Gh9e6C8f1b8hMDo","name":"Paladin Powers","permission":{"default":0},"flags":{},"content":"<h3>1st Level</h3>\n<p>@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}</p>\n<p>@Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}</p>\n<p>@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}</p>\n<p>@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}</p>\n<p>@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}</p>\n<p>@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}</p>\n<p>@Compendium[sw5e.powers.8MICCMeOXT3aJUy9]{Divine Favor}</p>\n<p>@Compendium[sw5e.powers.ge3Saet9zPTDyaoL]{Heroism}</p>\n<p>@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}</p>\n<p>@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}</p>\n<p>@Compendium[sw5e.powers.jZ6JNykRtdQ90MOo]{Shield of Faith}</p>\n<h3>2nd Level</h3>\n<p>@Compendium[sw5e.powers.Opwh2PdX4runSBlm]{Aid}</p>\n<p>@Compendium[sw5e.powers.7UwUjJ6owIQkEPrs]{Branding Smite}</p>\n<p>@Compendium[sw5e.powers.5eh2HFbS13078Y3H]{Find Steed}</p>\n<p>@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}</p>\n<p>@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}</p>\n<p>@Compendium[sw5e.powers.Sgjrf8qqv97CCWM4]{Magic Weapon}</p>\n<p>@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}</p>\n<p>@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}</p>\n<h3>3rd Level</h3>\n<p>@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}</p>\n<p>@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}</p>\n<p>@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}</p>\n<p>@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}</p>\n<p>@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}</p>\n<p>@Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}</p>\n<h3>4th Level</h3>\n<p>@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}</p>\n<p>@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}</p>\n<p>@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}</p>\n<h3>5th Level</h3>\n<p>@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}</p>\n<p>@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}</p>\n<p>@Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}</p>"}
{"_id":"Au49u5X1n0R8Ali4","name":"Advantage and Disadvantage","permission":{"default":0},"folder":"","flags":{},"content":"<p>Sometimes a special ability or power tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.</p>\n<p>If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.</p>\n<p>If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.</p>\n<p>When you have advantage or disadvantage and something in the game, such as the halfling’s @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.</p>\n<p>You usually gain advantage or disadvantage through the use of special abilities, actions, or powers. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.</p>"}
{"_id":"BJaVW22yVYe7dtzq","name":"Paralyzed","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A paralyzed creature is @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated} and can’t move or speak.</li>\n<li>The creature automatically fails Strength and Dexterity saving throws.</li>\n<li>Attack rolls against the creature have advantage.</li>\n<li>Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</li>\n</ul>"}
{"_id":"BffmI2fRdtO9sgni","name":"Mounted Combat","permission":{"default":0},"folder":"","flags":{},"content":"<p>A knight charging into battle on a warhorse, a wizard casting powers from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.</p>\n<p>A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.</p>\n<h2>Mounting and Dismounting</h2>\n<p>Once during 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. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.</p>\n<p>If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.</p>\n<p>If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.</p>\n<h2>Controlling a Mount</h2>\n<p>While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.</p>\n<p>You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.</p>\n<p>An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.</p>\n<p>In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.</p>"}
{"_id":"EUz4asMc70JCswio","name":"Multiclassing","permission":{"default":0},"folder":"","flags":{},"content":"<p>Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.</p>\n<p>With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.</p>\n<p>As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.</p>\n<h2>Prerequisites</h2>\n<p>To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higherthan-average ability scores.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Multiclassing Prerequisites</h4>\n</caption>\n<thead>\n<tr>\n<td>Class</td>\n<td>Ability Score Minimum</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Barbarian</td>\n<td>Strength 13</td>\n</tr>\n<tr>\n<td>Bard</td>\n<td>Charisma 13</td>\n</tr>\n<tr>\n<td>Cleric</td>\n<td>Wisdom 13</td>\n</tr>\n<tr>\n<td>Druid</td>\n<td>Wisdom 13</td>\n</tr>\n<tr>\n<td>Fighter</td>\n<td>Strength 13 or Dexterity 13</td>\n</tr>\n<tr>\n<td>Monk</td>\n<td>Dexterity 13 and Wisdom 13</td>\n</tr>\n<tr>\n<td>Paladin</td>\n<td>Strength 13 and Charisma 13</td>\n</tr>\n<tr>\n<td>Ranger</td>\n<td>Dexterity 13 and Wisdom 13</td>\n</tr>\n<tr>\n<td>Rogue</td>\n<td>Dexterity 13</td>\n</tr>\n<tr>\n<td>Sorcerer</td>\n<td>Charisma 13</td>\n</tr>\n<tr>\n<td>Warlock</td>\n<td>Charisma 13</td>\n</tr>\n<tr>\n<td>Wizard</td>\n<td>Intelligence 13</td>\n</tr>\n</tbody>\n</table>\n<h2>Experience Points</h2>\n<p>The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.</p>\n<h2>Hit Points and Hit Dice</h2>\n<p>You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.</p>\n<p>You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.</p>\n<h2>Proficiency Bonus</h2>\n<p>Your proficiency bonus is always based on your total character level, as shown in the @Compendium[sw5e.rules.K4gCElq0T90cEqyM]{Character Advancement} table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.</p>\n<h2>Proficiencies</h2>\n<p>When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing P
{"_id":"F8iHVJAIMCTLClx3","name":"Feats","permission":{"default":0},"folder":"","flags":{},"content":"<p>A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.</p>\n<p>At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.</p>\n<p>You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.</p>\n<h2>Grappler</h2>\n<p><em>Prerequisite: Strength 13 or higher</em></p>\n<p>You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:</p>\n<ul>\n<li>You have advantage on attack rolls against a creature you are grappling.</li>\n<li>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li>\n</ul>"}
{"_id":"FP5bLScw7BLxhpBc","name":"Warlock Powers","permission":{"default":0},"folder":"","flags":{},"content":"<h3>Cantrips (0 Level)</h3>\n<p>@Compendium[sw5e.powers.vrN18tbTw7io5MWd]{Chill Touch}</p>\n<p>@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}</p>\n<p>@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}</p>\n<p>@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}</p>\n<p>@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}</p>\n<p>@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}</p>\n<p>@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}</p>\n<h3>1st Level</h3>\n<p>@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}</p>\n<p>@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}</p>\n<p>@Compendium[sw5e.powers.zPGohqJRir6MyQ3U]{Expeditious Retreat}</p>\n<p>@Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke}</p>\n<p>@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}</p>\n<p>@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}</p>\n<p>@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}</p>\n<h3>2nd Level</h3>\n<p>@Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}</p>\n<p>@Compendium[sw5e.powers.30ZgXtijJVCxQk5N]{Enthrall}</p>\n<p>@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}</p>\n<p>@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}</p>\n<p>@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}</p>\n<p>@Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}</p>\n<p>@Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement}</p>\n<p>@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}</p>\n<p>@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}</p>\n<p>@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}</p>\n<h3>3rd Level</h3>\n<p>@Compendium[sw5e.powers.Ek45cBpVXvJdv1Qy]{Counterpower}</p>\n<p>@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}</p>\n<p>@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}</p>\n<p>@Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly}</p>\n<p>@Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form}</p>\n<p>@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}</p>\n<p>@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}</p>\n<p>@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}</p>\n<p>@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}</p>\n<p>@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}</p>\n<p>@Compendium[sw5e.powers.UfHQhA54M4323gVO]{Vampiric Touch}</p>\n<h3>4th Level</h3>\n<p>@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}</p>\n<p>@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}</p>\n<p>@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}</p>\n<p>@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}</p>\n<h3>5th Level</h3>\n<p>@Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane}</p>\n<p>@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}</p>\n<p>@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}</p>\n<p>@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}</p>\n<h3>6th Level</h3>\n<p>@Compendium[sw5e.powers.KeunEkg1JYbOCOhV]{Circle of Death}</p>\n<p>@Compendium[sw5e.powers.yN3XZZujhR4aVvPa]{Conjure Fey}</p>\n<p>@Compendium[sw5e.powers.E4NXux0RHvME1XgP]{Create Undead}</p>\n<p>@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}</p>\n<p>@Compendium[sw5e.powers.kozNy29b0X6exFhY]{Flesh to Stone}</p>\n<p>@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}</p>\n<p>@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}</p>\n<h3>7th Level</h3>\n<p>@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}</p>\n<p>@Compendium[sw5e.powers.HPvZm8YJO91k6Qdg]{Finger of Death}</p>\n<p>@Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage}</p>\n<p>@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}</p>\n<h3>8th Level</h3>\n<p>@Compendium[sw5e.powers.xNM9CzQQr2CieM4B]{Demiplane}</p>\n<p>@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}</p>\n<p>@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}</p>\n<p>@Compendium[sw5e.powers.1RzxKZzkQOoioxPj]{Glibness}</p>\n<p>@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}</p>\n<h3>9th
{"_id":"Grj7E9vW0bnFAxuQ","name":"Actions in Combat","permission":{"default":0},"folder":"","flags":{},"content":"<p>When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.</p>\n<p>When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.</p>\n<h2>Attack</h2>\n<p>The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.</p>\n<p>With this action, you make one melee or ranged attack. See the @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack} section for the rules that govern attacks.</p>\n<p>Certain features, such as the @Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack} feature of the fighter, allow you to make more than one attack with this action.</p>\n<h2>Cast a Power</h2>\n<p>Powercasters such as wizards and clerics, as well as many monsters, have access to powers and can use them to great effect in combat. Each power has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the power. Casting a power is, therefore, not necessarily an action. Most powers do have a casting time of 1 action, so a powercaster often uses his or her action in combat to cast such a power.</p>\n<h2>Dash</h2>\n<p>When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.</p>\n<p>Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.</p>\n<h2>Disengage</h2>\n<p>If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.</p>\n<h2>Dodge</h2>\n<p>When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{incapacitated} (as explained in @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{appendix PH-A}) or if your speed drops to 0.</p>\n<h2>Help</h2>\n<p>You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.</p>\n<p>Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.</p>\n<h2>Hide</h2>\n<p>When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Unseen Attackers and Targets} section.</p>\n<h2>Ready</h2>\n<p>Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.</p>\n<p>First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I&rs
{"_id":"H8aTFVG3YFAkQ3TK","name":"Charmed","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. </li>\n<li>The charmer has advantage on any ability check to interact socially with the creature.</li>\n</ul>"}
{"_id":"HORLogaZ0ysOpi3J","name":"Damage and Healing","permission":{"default":0},"folder":"","flags":{},"content":"<p>Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball power all have the potential to damage, or even kill, the hardiest of creatures.</p>\n<h2>Hit Points</h2>\n<p>Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.</p>\n<p>A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.</p>\n<p>Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.</p>\n<h2>Damage Rolls</h2>\n<p>Each weapon, power, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.</p>\n<p>When attacking with a <strong>weapon</strong>, you add your ability modifier—the same modifier used for the attack roll—to the damage. A <strong>power</strong> tells you which dice to roll for damage and whether to add any modifiers.</p>\n<p>If a power or other effect deals damage to <strong>more than one target </strong>at the same time, roll the damage once for all of them. For example, when a wizard casts @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} or a cleric casts @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, the power’s damage is rolled once for all creatures caught in the blast.</p>\n<h3>Critical Hits</h3>\n<p>When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.</p>\n<p>For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.</p>\n<h3>Damage Types</h3>\n<p>Different attacks, damaging powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.</p>\n<p>The damage types follow, with examples to help a GM assign a damage type to a new effect.</p>\n<p><strong>Acid. </strong>The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.</p>\n<p><strong>Bludgeoning. </strong>Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.</p>\n<p><strong>Cold. </strong>The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.</p>\n<p><strong>Fire. </strong>Red dragons breathe fire, and many powers conjure flames to deal fire damage.</p>\n<p><strong>Force. </strong>Force is pure magical energy focused into a damaging form. Most effects that deal force damage are powers, including magic missile and spiritual weapon.</p>\n<p><strong>Lightning. </strong>A lightning bolt power and a blue dragon’s breath deal lightning damage.</p>\n<p><strong>Necrotic. </strong>Necrotic damage, dealt by certain undead and a power such as chill touch, withers matter and even the soul.</p>\n<p><strong>Piercing.</strong> Puncturing and impaling attacks, including spears and monsters’ bites, deal pierci
{"_id":"I70MQGSOHJicYgLC","name":"Traps","permission":{"default":0},"folder":"","flags":{},"content":"<p>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.</p>\n<p>A trap can be either mechanical or magical in nature. <strong>Mechanical traps </strong>include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. <strong>Magic traps</strong> are either magical device traps or power traps. Magical device traps initiate power effects when activated. Power traps are powers such as glyph of warding and symbol that function as traps.</p>\n<h2>Traps in Play</h2>\n<p>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.</p>\n<h3>Triggering a Trap</h3>\n<p>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 @Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding} power) have more complicated trigger conditions, including a password that prevents the trap from activating.</p>\n<h3>Detecting and Disabling a Trap</h3>\n<p>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.</p>\n<p>A 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.</p>\n<p>Any 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, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{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 <em>dispel magic</em>.</p>\n<p>In 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.</p>\n<p>You 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
{"_id":"IAlkoC9IZnU1PzrR","name":"Mounts and Vehicles","permission":{"default":0},"folder":"","flags":{},"content":"<p>A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.</p>\n<p>An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.</p>\n<p>Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.</p>\n<p><strong>Barding.</strong> Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.</p>\n<p><strong>Saddles.</strong> A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.</p>\n<p><strong>Vehicle Proficiency. </strong>If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.</p>\n<p><strong>Rowed Vessels. </strong>Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Mounts and Other Animals</h4>\n</caption>\n<thead>\n<tr>\n<td>Item</td>\n<td>Cost</td>\n<td>Speed</td>\n<td>Carrying Capacity</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Camel</td>\n<td>50 gp</td>\n<td>50 ft.</td>\n<td>480 lb.</td>\n</tr>\n<tr>\n<td>Donkey or mule</td>\n<td>8 gp</td>\n<td>40 ft.</td>\n<td>420 lb.</td>\n</tr>\n<tr>\n<td>Elephant</td>\n<td>200 gp</td>\n<td>40 ft.</td>\n<td>1,320 lb.</td>\n</tr>\n<tr>\n<td>Horse, draft</td>\n<td>50 gp</td>\n<td>40 ft.</td>\n<td>540 lb.</td>\n</tr>\n<tr>\n<td>Horse, riding</td>\n<td>75 gp</td>\n<td>60 ft.</td>\n<td>480 lb.</td>\n</tr>\n<tr>\n<td>Mastiff</td>\n<td>25 gp</td>\n<td>40 ft.</td>\n<td>195 lb.</td>\n</tr>\n<tr>\n<td>Pony</td>\n<td>30 gp</td>\n<td>40 ft.</td>\n<td>225 lb.</td>\n</tr>\n<tr>\n<td>Warhorse</td>\n<td>400 gp</td>\n<td>60 ft.</td>\n<td>540 lb.</td>\n</tr>\n</tbody>\n</table>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Tack, Harness, and Drawn Vehicles</h4>\n</caption>\n<thead>\n<tr>\n<td>Item</td>\n<td>Cost</td>\n<td>Weight</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Barding</td>\n<td>×4</td>\n<td>×2</td>\n</tr>\n<tr>\n<td>Bit and bridle</td>\n<td>2 gp</td>\n<td>1 lb.</td>\n</tr>\n<tr>\n<td>Carriage</td>\n<td>100 gp</td>\n<td>600 lb.</td>\n</tr>\n<tr>\n<td>Cart</td>\n<td>15 gp</td>\n<td>200 lb.</td>\n</tr>\n<tr>\n<td>Chariot</td>\n<td>250 gp</td>\n<td>100 lb.</td>\n</tr>\n<tr>\n<td>Feed (per day)</td>\n<td>5 cp</td>\n<td>10 lb.</td>\n</tr>\n<tr>\n<td><em>Saddle</em></td>\n<td> </td>\n<td> </td>\n</tr>\n<tr>\n<td> Exotic</td>\n<td>60 gp</td>\n<td>40 lb.</td>\n</tr>\n<tr>\n<td> Military</td>\n<td>20 gp</td>\n<td>30 lb.</td>\n</tr>\n<tr>\n<td> Pack</td>\n<td>5 gp</td>\n<td>15 lb.</td>\n</tr>\n<tr>\n<td> Riding</td>\n<td>10 gp</td>\n<td>25 lb.</td>\n</tr>\n<tr>\n<td>Saddlebags</td>\n<td>
{"_id":"IryZdZqi3R8JdTi1","name":"Bard Powers","permission":{"default":0},"folder":"","flags":{},"content":"<h3>Cantrips (0 Level)</h3>\n<p>@Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights}</p>\n<p>@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}</p>\n<p>@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}</p>\n<p>@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}</p>\n<p>@Compendium[sw5e.powers.icZokbgV1jIMpNCv]{Message}</p>\n<p>@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}</p>\n<p>@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}</p>\n<p>@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}</p>\n<p>@Compendium[sw5e.powers.cdrYKaFi98YWaBMw]{Vicious Mockery}</p>\n<h3>1st Level</h3>\n<p>@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}</p>\n<p>@Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane}</p>\n<p>@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}</p>\n<p>@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}</p>\n<p>@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}</p>\n<p>@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}</p>\n<p>@Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self}</p>\n<p>@Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}</p>\n<p>@Compendium[sw5e.powers.pub0OWVEB71XQx1n]{Feather Fall}</p>\n<p>@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}</p>\n<p>@Compendium[sw5e.powers.ge3Saet9zPTDyaoL]{Heroism}</p>\n<p>@Compendium[sw5e.powers.BQk5Row4NymMnUQl]{Hideous Laughter}</p>\n<p>@Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}</p>\n<p>@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}</p>\n<p>@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}</p>\n<p>@Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image}</p>\n<p>@Compendium[sw5e.powers.KhwiSi9fwVfUPtku]{Sleep}</p>\n<p>@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}</p>\n<p>@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}</p>\n<p>@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}</p>\n<h3>2nd Level</h3>\n<p>@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}</p>\n<p>@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}</p>\n<p>@Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}</p>\n<p>@Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts}</p>\n<p>@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}</p>\n<p>@Compendium[sw5e.powers.30ZgXtijJVCxQk5N]{Enthrall}</p>\n<p>@Compendium[sw5e.powers.2yHXEcrRbadZDr5M]{Heat Metal}</p>\n<p>@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}</p>\n<p>@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}</p>\n<p>@Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock}</p>\n<p>@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}</p>\n<p>@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}</p>\n<p>@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}</p>\n<p>@Compendium[sw5e.powers.7v06rdmUakoTk1LQ]{Magic Mouth}</p>\n<p>@Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}</p>\n<p>@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}</p>\n<p>@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}</p>\n<p>@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}</p>\n<p>@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}</p>\n<h3>3rd Level</h3>\n<p>@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}</p>\n<p>@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}</p>\n<p>@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}</p>\n<p>@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}</p>\n<p>@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}</p>\n<p>@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}</p>\n<p>@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}</p>\n<p>@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}</p>\n<p>@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}</p>\n<p>@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}</p>\n<p>@Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead}</p>\n<p>@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}</p>\n<p>@Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinki
{"_id":"J9ppEykIQxUIarUj","name":"Swim","permission":{"default":0},"flags":{},"content":"<p>A monster that has a swimming speed doesn’t need to spend extra movement to swim.</p>"}
{"_id":"JH4AH5qkr4FNCXnQ","name":"Casting a Power","permission":{"default":0},"folder":"","flags":{},"content":"<p>When a character casts any power, the same basic rules are followed, regardless of the character’s class or the power’s effects.</p>\n<p>Each power description begins with a block of information, including the power’s name, level, school of magic, casting time, range, components, and duration. The rest of a power entry describes the power’s effect.</p>\n<h2>Casting Time</h2>\n<p>Most powers require a single action to cast, but some powers require a bonus action, a reaction, or much more time to cast.</p>\n<h3>Bonus Action</h3>\n<p>A power cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the power, provided that you haven’t already taken a bonus action this turn. You can’t cast another power during the same turn, except for a cantrip with a casting time of 1 action.</p>\n<h3>Reactions</h3>\n<p>Some powers can be cast as reactions. These powers take a fraction of a second to bring about and are cast in response to some event. If a power can be cast as a reaction, the power description tells you exactly when you can do so.</p>\n<h3>Longer Casting Times</h3>\n<p>Certain powers (including powers cast as rituals) require more time to cast: minutes or even hours. When you cast a power with a casting time longer than a single action or reaction, you must spend your action each turn casting the power, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the power fails, but you don’t expend a power slot. If you want to try casting the power again, you must start over.</p>\n<h2>Range</h2>\n<p>The target of a power must be within the power’s range. For a power like @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, the target is a creature. For a power like @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, the target is the point in space where the ball of fire erupts.</p>\n<p>Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as the @Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield} power, affect only you. These powers have a range of self.</p>\n<p>Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see “Areas of Effect”).</p>\n<p>Once a power is cast, its effects aren’t limited by its range, unless the power’s description says otherwise.</p>\n<h2>Components</h2>\n<p>A power’s components are the physical requirements you must meet in order to cast it. Each power’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a power’s components, you are unable to cast the power.</p>\n<h3>Verbal (V)</h3>\n<p>Most powers require the chanting of mystic words. The words themselves aren’t the source of the power’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 <em>silence</em> power, can’t cast a power with a verbal component.</p>\n<h3>Somatic (S)</h3>\n<p>Powercasting gestures might include a forceful gesticulation or an intricate set of gestures. If a power requires a somatic component, the caster must have free use of at least one hand to perform these gestures.</p>\n<h3>Material (M)</h3>\n<p>Casting some powers requires particular objects, specified in parentheses in the component entry. A character can use a <strong>component pouch</strong> or a <strong>powercasting focus </strong>(found in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}) in place of the components specified for a power. But if a cost is indicated for a component, a character must
{"_id":"K4gCElq0T90cEqyM","name":"01. Beyond 1st Level","permission":{"default":0},"folder":"","flags":{},"content":"<p>As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called <strong>gaining a level</strong>.</p>\n<p>When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.</p>\n<p>Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).</p>\n<p>When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.</p>\n<p>The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.</p>\n<table><caption>\n<h4>Character Advancement</h4>\n</caption>\n<thead>\n<tr>\n<td>Experience Points</td>\n<td>Level</td>\n<td>Proficiency Bonus</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0</td>\n<td>1</td>\n<td>+2</td>\n</tr>\n<tr>\n<td>300</td>\n<td>2</td>\n<td>+2</td>\n</tr>\n<tr>\n<td>900</td>\n<td>3</td>\n<td>+2</td>\n</tr>\n<tr>\n<td>2,700</td>\n<td>4</td>\n<td>+2</td>\n</tr>\n<tr>\n<td>6,500</td>\n<td>5</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>14,000</td>\n<td>6</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>23,000</td>\n<td>7</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>34,000</td>\n<td>8</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>48,000</td>\n<td>9</td>\n<td>+4</td>\n</tr>\n<tr>\n<td>64,000</td>\n<td>10</td>\n<td>+4</td>\n</tr>\n<tr>\n<td>85,000</td>\n<td>11</td>\n<td>+4</td>\n</tr>\n<tr>\n<td>100,000</td>\n<td>12</td>\n<td>+4</td>\n</tr>\n<tr>\n<td>120,000</td>\n<td>13</td>\n<td>+5</td>\n</tr>\n<tr>\n<td>140,000</td>\n<td>14</td>\n<td>+5</td>\n</tr>\n<tr>\n<td>165,000</td>\n<td>15</td>\n<td>+5</td>\n</tr>\n<tr>\n<td>195,000</td>\n<td>16</td>\n<td>+5</td>\n</tr>\n<tr>\n<td>225,000</td>\n<td>17</td>\n<td>+6</td>\n</tr>\n<tr>\n<td>265,000</td>\n<td>18</td>\n<td>+6</td>\n</tr>\n<tr>\n<td>305,000</td>\n<td>19</td>\n<td>+6</td>\n</tr>\n<tr>\n<td>355,000</td>\n<td>20</td>\n<td>+6</td>\n</tr>\n</tbody>\n</table>","img":"icons/sundries/misc/ladder-improvised.webp"}
{"_id":"KJHSCRHWW0UuhtoE","name":"Fly","permission":{"default":0},"folder":"","flags":{},"content":"<p>A 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.</p>"}
{"_id":"L41AQiAKzEGSwNK5","name":"05. Equipment","permission":{"default":0},"folder":"","flags":{},"content":"<p>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).</p>\n<p>With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.</p>\n<p>One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn.</p>\n<p>One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.</p>\n<p>In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.</p>\n<p>A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.</p>\n<table><caption>\n<h4>Standard Exchange Rates</h4>\n</caption>\n<thead>\n<tr>\n<td>Coin</td>\n<td>CP</td>\n<td>SP</td>\n<td>EP</td>\n<td>GP</td>\n<td>PP</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Copper (cp)</td>\n<td>1</td>\n<td>1/10</td>\n<td>1/50</td>\n<td>1/100</td>\n<td>1/1,000</td>\n</tr>\n<tr>\n<td>Silver (sp)</td>\n<td>10</td>\n<td>1</td>\n<td>1/5</td>\n<td>1/10</td>\n<td>1/100</td>\n</tr>\n<tr>\n<td>Electrum (ep)</td>\n<td>50</td>\n<td>5</td>\n<td>1</td>\n<td>1/2</td>\n<td>1/20</td>\n</tr>\n<tr>\n<td>Gold (gp)</td>\n<td>100</td>\n<td>10</td>\n<td>2</td>\n<td>1</td>\n<td>1/10</td>\n</tr>\n<tr>\n<td>Platinum (pp)</td>\n<td>1000</td>\n<td>100</td>\n<td>20</td>\n<td>10</td>\n<td>1</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[sw5e.rules.YUyO7WBD2DSlCBej]{Selling Treasure}</p>\n<p>@Compendium[sw5e.rules.ln4KF7662eP93keD]{Armor}</p>\n<p> › Light Armor</p>\n<p> › Medium Armor</p>\n<p> › Heavy Armor</p>\n<p> › Getting Into and Out of Armor</p>\n<p>@Compendium[sw5e.rules.VbMVnhcLWO4YX1V9]{Weapons}</p>\n<p> › Weapon Proficiency</p>\n<p> › Weapon Properties</p>\n<p>@Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}</p>\n<p>@Compendium[sw5e.rules.soqKcpGwvId8hQ9r]{Tools}</p>\n<p>@Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles}</p>\n<p>@Compendium[sw5e.rules.pOHY1F2F9Jf9S76B]{Trade Goods}</p>\n<p>@Compendium[sw5e.rules.SlXnxASl7xZ7EjSx]{Expenses}</p>\n<p> › Lifestyle Expenses</p>\n<p> › Food, Drink, and Lodging</p>\n<p> › Services</p>\n<p> › Powercasting Services</p>","img":"icons/sundries/documents/blueprint-helmet.webp"}
{"_id":"MC21HwcEQKaPWJmW","name":"02. Races","permission":{"default":0},"folder":"","flags":{},"content":"<h2>Racial Traits</h2>\n<p>The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.</p>\n<h3>Ability Score Increase</h3>\n<p>Every race increases one or more of a character’s ability scores.</p>\n<h3>Age</h3>\n<p>The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.</p>\n<h3>Alignment</h3>\n<p>Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.</p>\n<h3>Size</h3>\n<p>Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}.</p>\n<h3>Speed</h3>\n<p>Your speed determines how far you can move when traveling (@Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Adventuring}) and fighting (@Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Combat}).</p>\n<h3>Languages</h3>\n<p>By virtue of your race, your character can speak, read, and write certain languages.</p>\n<h3>Subraces</h3>\n<p>Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. </p>\n<h2>Dwarf</h2>\n<p>@Compendium[sw5e.races.6N31WSez2szqQcIQ]{Dwarf}</p>\n<p>@Compendium[sw5e.races.UQiRQUTBcsz8gZU1]{Hill Dwarf}</p>\n<h2>Elf</h2>\n<p>@Compendium[sw5e.races.rAGnsfgw3ZqAme1v]{Elf}</p>\n<p>@Compendium[sw5e.races.A69KxdH1renVPrQV]{High Elf}</p>\n<h2>Halfling</h2>\n<p>@Compendium[sw5e.races.GH2dNne2bt1NjcJk]{Halfling}</p>\n<p>@Compendium[sw5e.races.ZgYBjYYfiUstQD6f]{Lightfoot}</p>\n<h2>Human</h2>\n<p>@Compendium[sw5e.races.ydP3QzCmur55mtY2]{Human}</p>\n<h2>Dragonborn</h2>\n<p>@Compendium[sw5e.races.K4DNDcR6vngbp0pf]{Dragonborn}</p>\n<h2>Gnome</h2>\n<p>@Compendium[sw5e.races.kmRnMETG5hB9Bmwu]{Gnome}</p>\n<p>@Compendium[sw5e.races.TZtarkKs6cgGD7z2]{Rock Gnome}</p>\n<h2>Half-Elf</h2>\n<p>@Compendium[sw5e.races.Hye5IZwPOSwV0qRR]{Half-Elf}</p>\n<h2>Half-Orc</h2>\n<p>@Compendium[sw5e.races.n5L000DkNBU6h2oJ]{Half-Orc}</p>\n<h2>Tiefling</h2>\n<p>@Compendium[sw5e.races.aHTokZ151W0ASSmo]{Tiefling}</p>","img":"icons/environment/people/group.webp"}
{"_id":"MOk1rkF0DeJlcC4l","name":"Unconscious","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>An unconscious creature is @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}, can’t move or speak, and is unaware of its surroundings</li>\n<li>The creature drops whatever it’s holding and falls prone.</li>\n<li>The creature automatically fails Strength and Dexterity saving throws.</li>\n<li>Attack rolls against the creature have advantage.</li>\n<li>Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</li>\n</ul>"}
{"_id":"MPeAbrndRwp12KBS","name":"Ranger Powers","permission":{"default":0},"flags":{},"content":"<h3>1st Level</h3>\n<p>@Compendium[sw5e.powers.7p9IuWrSWFgfyQo2]{Alarm}</p>\n<p>@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}</p>\n<p>@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}</p>\n<p>@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}</p>\n<p>@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}</p>\n<p>@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}</p>\n<p>@Compendium[sw5e.powers.Qf6CAZkc7ms4ZY3e]{Goodberry}</p>\n<p>@Compendium[sw5e.powers.0xmXiPiuYws1OGcX]{Hunter's Mark}</p>\n<p>@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}</p>\n<p>@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}</p>\n<p>@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}</p>\n<h3>2nd Level</h3>\n<p>@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}</p>\n<p>@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}</p>\n<p>@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}</p>\n<p>@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}</p>\n<p>@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}</p>\n<p>@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}</p>\n<p>@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}</p>\n<p>@Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}</p>\n<p>@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}</p>\n<p>@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}</p>\n<p>@Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}</p>\n<h3>3rd Level</h3>\n<p>@Compendium[sw5e.powers.1Drt0SHxbEAHxprN]{Conjure Animals}</p>\n<p>@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}</p>\n<p>@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}</p>\n<p>@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}</p>\n<p>@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}</p>\n<p>@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}</p>\n<p>@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}</p>\n<p>@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}</p>\n<p>@Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall}</p>\n<h3>4th Level</h3>\n<p>@Compendium[sw5e.powers.dEfSELiY1eO3cpX9]{Conjure Woodland Beings}</p>\n<p>@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}</p>\n<p>@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}</p>\n<p>@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}</p>\n<h3>5th Level</h3>\n<p>@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}</p>\n<p>@Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}</p>"}
{"_id":"MzNASNCgB0Qi2m8p","name":"Tremorsense","permission":{"default":0},"flags":{},"content":"<p>A 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.</p>"}
{"_id":"PaKUefllxSnLDjaI","name":"Proficiency Bonus","permission":{"default":0},"folder":"","flags":{},"content":"<p>Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.</p>\n<p>Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.</p>\n<p>Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s @Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise} feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.</p>\n<p>By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.</p>\n<p>In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.</p>"}
{"_id":"QRKWz3p6v9Rl1Tzh","name":"Restrained","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. </li>\n<li>Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.</li>\n<li>The creature has disadvantage on Dexterity saving throws.</li>\n</ul>"}
{"_id":"SlXnxASl7xZ7EjSx","name":"Expenses","permission":{"default":0},"folder":"","flags":{},"content":"<p>When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.</p>\n<h2>Lifestyle Expenses</h2>\n<p>Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.</p>\n<p>At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.</p>\n<p>Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.</p>\n<table cellspacing=\"0\"><caption>\n<h4>Lifestyle Expenses</h4>\n</caption>\n<thead>\n<tr>\n<td>Lifestyle</td>\n<td>Price/Day</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Wretched</td>\n<td>—</td>\n</tr>\n<tr>\n<td>Squalid</td>\n<td>1 sp</td>\n</tr>\n<tr>\n<td>Poor</td>\n<td>2 sp</td>\n</tr>\n<tr>\n<td>Modest</td>\n<td>1 gp</td>\n</tr>\n<tr>\n<td>Comfortable</td>\n<td>2 gp</td>\n</tr>\n<tr>\n<td>Wealthy</td>\n<td>4 gp</td>\n</tr>\n<tr>\n<td>Aristocratic</td>\n<td>10 gp minimum</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Wretched.</strong> You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.</p>\n<p><strong>Squalid. </strong>You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.</p>\n<p><strong>Poor.</strong> A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.</p>\n<p><strong>Modest. </strong>A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers
{"_id":"TJvGym7bf4quBEXg","name":"Objects","permission":{"default":0},"folder":"","flags":{},"content":"<p>When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.</p>\n<p>For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.</p>\n<h3>Statistics for Objects</h3>\n<p>When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.</p>\n<p><strong>Armor Class. </strong>An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Object Armor Class</h4>\n</caption>\n<thead>\n<tr>\n<td>Substance</td>\n<td>AC</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Cloth, paper, rope</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Crystal, glass, ice</td>\n<td>13</td>\n</tr>\n<tr>\n<td>Wood, bone</td>\n<td>15</td>\n</tr>\n<tr>\n<td>Stone</td>\n<td>17</td>\n</tr>\n<tr>\n<td>Iron, steel</td>\n<td>19</td>\n</tr>\n<tr>\n<td>Mithral</td>\n<td>21</td>\n</tr>\n<tr>\n<td>Adamantine</td>\n<td>23</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Hit Points. </strong>An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Object Hit Points</h4>\n</caption>\n<thead>\n<tr>\n<td>Size</td>\n<td>Fragile</td>\n<td>Resilient</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Tiny (bottle, lock)</td>\n<td>2 (1d4)</td>\n<td>5 (2d4)</td>\n</tr>\n<tr>\n<td>Small (chest, lute)</td>\n<td>3 (1d6)</td>\n<td>10 (3d6)</td>\n</tr>\n<tr>\n<td>Medium (barrel, chandelier)</td>\n<td>4 (1d8)</td>\n<td>18 (4d8)</td>\n</tr>\n<tr>\n<td>Large (cart, 10-ft.-by-10-ft. window)</td>\n<td>5 (1d10)</td>\n<td>27 (5d10)</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Huge and Gargantuan Objects. </strong>Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an @Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake} power can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.</p>\n<p><strong>Objects and Damage Types. </strong>Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t
{"_id":"TiD5vnNql12Wh3Pn","name":"Stunned","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A stunned creature is @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}, can’t move, and can speak only falteringly.</li>\n<li>The creature automatically fails Strength and Dexterity saving throws.</li>\n<li>Attack rolls against the creature have advantage.</li>\n</ul>"}
{"_id":"VbMVnhcLWO4YX1V9","name":"Weapons","permission":{"default":0},"folder":"","flags":{},"content":"<p>Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.</p>\n<p>The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A <strong>melee weapon</strong> is used to attack a target within 5 feet of you, whereas a <strong>ranged weapon</strong> is used to attack a target at a distance.</p>\n<h2>Weapon Proficiency</h2>\n<p>Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are <strong>simple</strong> and <strong>martial</strong>. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.</p>\n<p>Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.</p>\n<h2>Weapon Properties</h2>\n<p>Many weapons have special properties related to their use, as shown in the Weapons table.</p>\n<p><strong>Ammunition. </strong>You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.</p>\n<p>If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way</p>\n<p><strong>Finesse. </strong>When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</p>\n<p><strong>Heavy. </strong>Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.</p>\n<p><strong>Light. </strong>A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.</p>\n<p><strong>Loading. </strong>Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.</p>\n<p><strong>Range.</strong> A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.</p>\n<p><strong>Reach. </strong>This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.</p>\n<p><strong>Special. </strong>A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” la
{"_id":"XCsWCaIAGKSp4l1L","name":"11. DM Tools","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.XCT2IPhoKgWUX4xZ"}},"content":"<p>@Compendium[sw5e.rules.I70MQGSOHJicYgLC]{Traps}</p>\n<p> › Traps in Play</p>\n<p> › Sample Traps</p>\n<p>@Compendium[sw5e.rules.Zqh1063GdJVTvoGd]{Diseases}</p>\n<p> › Sample Diseases</p>\n<p>@Compendium[sw5e.rules.5k4FvK4usg7JXoZo]{Madness}</p>\n<p> › Going Mad</p>\n<p> › Madness Effects</p>\n<p> › Curing Madness</p>\n<p>@Compendium[sw5e.rules.TJvGym7bf4quBEXg]{Objects}</p>\n<p>@Compendium[sw5e.rules.6HGktrdtUUPc4Ujj]{Poisons}</p>\n<p> › Sample Poisons</p>\n<p>@Compendium[sw5e.rules.szHg2dwyoTwXEVnx]{Magic Items}</p>\n<p> › Attunement</p>\n<p> › Wearing and Wielding Items</p>\n<p> › Activating an Item</p>\n<p> › @Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}</p>\n<p> › Sentient Magic Items</p>\n<p> › Artifacts</p>\n<p>@Compendium[sw5e.rules.ZGpcG1YEtKIXPMvI]{Monsters}</p>","img":"icons/environment/traps/trap-jaw-green.webp"}
{"_id":"XnDPIa0MLWhGvuQg","name":"Deafened","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A deafened creature can’t hear and automatically fails any ability check that requires hearing.</li>\n</ul>"}
{"_id":"XoqL0uB0p6oDroEY","name":"06. Customization Options","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.1JaWaUBb7zHY3qAB"}},"content":"<p>@Compendium[sw5e.rules.EUz4asMc70JCswio]{Multiclassing}</p>\n<p> › Prerequisites</p>\n<p> › Experience Points</p>\n<p> › Hit Points and Hit Dice</p>\n<p> › Proficiency Bonus</p>\n<p> › Proficiencies</p>\n<p> › Class Features</p>\n<p>@Compendium[sw5e.rules.F8iHVJAIMCTLClx3]{Feats}</p>\n<p> › Grappler</p>","img":"icons/sundries/documents/document-bound-white.webp"}
{"_id":"Y7UCgFzAGdCPR82z","name":"Alignment","permission":{"default":0},"folder":"","flags":{},"content":"<p>A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.</p>\n<p>These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.</p>\n<p><strong>Lawful good</strong> (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.</p>\n<p><strong>Neutral good</strong> (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.</p>\n<p><strong>Chaotic good </strong>(CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.</p>\n<p><strong>Lawful neutral </strong>(LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.</p>\n<p><strong>Neutral</strong> (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.</p>\n<p><strong>Chaotic neutral </strong>(CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.</p>\n<p><strong>Lawful evil </strong>(LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.</p>\n<p><strong>Neutral evil </strong>(NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.</p>\n<p><strong>Chaotic evil </strong>(CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.</p>\n<h3>Alignment in the Multiverse</h3>\n<p>For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the goodaligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.</p>\n<p>The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)</p>\n<p>Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.</p>\n<p>Most creatures that lack the capacity for rational thought do not have alignments—they are <strong>unaligned</strong>. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.</p>"}
{"_id":"YUyO7WBD2DSlCBej","name":"Selling Treasure","permission":{"default":0},"folder":"","flags":{},"content":"<p>Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.</p>\n<p><strong>Arms, Armor, and Other Equipment.</strong> As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.</p>\n<p><strong>Magic Items. </strong>Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or powers to purchase. The value of magic is far beyond simple gold and should always be treated as such.</p>\n<p><strong>Gems, Jewelry, and Art Objects. </strong>These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.</p>\n<p><strong>Trade Goods. </strong>On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.</p>"}
{"_id":"YnBURsGSxWYiMVxw","name":"Appendix PH-C: The Planes of Existence","permission":{"default":0},"folder":"","flags":{},"content":"<p>The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the <strong>planes of existence</strong>. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.</p>\n<p>Many powers and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.</p>\n<h1>The Material Plane</h1>\n<p>The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.</p>\n<p>The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.</p>\n<h1>Beyond the Material</h1>\n<p>Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.</p>\n<h2>Planar Travel</h2>\n<p>When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.</p>\n<p>Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a power or by using a planar portal.</p>\n<p><strong>Powers. </strong>A number of powers allow direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the @Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection} power lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.</p>\n<p><strong>Portals. </strong>A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fogshrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).</p>\n<h2>Transitive Planes</h2>\n<p>The Ethereal Plane and the Astral Plane are called the Transitive
{"_id":"YokpQUkuJwUB0wpy","name":"Languages","permission":{"default":0},"folder":"","flags":{},"content":"<p>Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.</p>\n<p>Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.</p>\n<p>Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Standard Languages</h4>\n</caption>\n<thead>\n<tr>\n<td>Language</td>\n<td>Typical Speakers</td>\n<td>Script</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Common</td>\n<td>Humans</td>\n<td>Common</td>\n</tr>\n<tr>\n<td>Dwarvish</td>\n<td>Dwarves</td>\n<td>Dwarvish</td>\n</tr>\n<tr>\n<td>Elvish</td>\n<td>Elves</td>\n<td>Elvish</td>\n</tr>\n<tr>\n<td>Giant</td>\n<td>Ogres, giants</td>\n<td>Dwarvish</td>\n</tr>\n<tr>\n<td>Gnomish</td>\n<td>Gnomes</td>\n<td>Dwarvish</td>\n</tr>\n<tr>\n<td>Goblin</td>\n<td>Goblinoids</td>\n<td>Dwarvish</td>\n</tr>\n<tr>\n<td>Halfling</td>\n<td>Halflings</td>\n<td>Common</td>\n</tr>\n<tr>\n<td>Orc</td>\n<td>Orcs</td>\n<td>Dwarvish</td>\n</tr>\n</tbody>\n</table>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Exotic Languages</h4>\n</caption>\n<thead>\n<tr>\n<td>Language</td>\n<td>Typical Speakers</td>\n<td>Script</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Abyssal</td>\n<td>Demons</td>\n<td>Infernal</td>\n</tr>\n<tr>\n<td>Celestial</td>\n<td>Celestials</td>\n<td>Celestial</td>\n</tr>\n<tr>\n<td>Draconic</td>\n<td>Dragons, dragonborn</td>\n<td>Draconic</td>\n</tr>\n<tr>\n<td>Deep Speech</td>\n<td>Aboleths, cloakers</td>\n<td>—</td>\n</tr>\n<tr>\n<td>Infernal</td>\n<td>Devils</td>\n<td>Infernal</td>\n</tr>\n<tr>\n<td>Primordial</td>\n<td>Elementals</td>\n<td>Dwarvish</td>\n</tr>\n<tr>\n<td>Sylvan</td>\n<td>Fey creatures</td>\n<td>Elvish</td>\n</tr>\n<tr>\n<td>Undercommon</td>\n<td>Underworld traders</td>\n<td>Elvish</td>\n</tr>\n</tbody>\n</table>"}
{"_id":"ZGpcG1YEtKIXPMvI","name":"Monsters","permission":{"default":0},"folder":"","flags":{},"content":"<p>A monster’s statistics, sometimes referred to as its <strong>stat block</strong>, provide the essential information that you need to run the monster.</p>\n<h2>Size</h2>\n<p>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 <em>Player’s Handbook</em> for more information on creature size and space.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Size Categories</h4>\n</caption>\n<thead>\n<tr>\n<td>Size</td>\n<td>Space</td>\n<td>Examples</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Tiny</td>\n<td>2½ by 2½ ft.</td>\n<td>Imp, sprite</td>\n</tr>\n<tr>\n<td>Small</td>\n<td>5 by 5 ft.</td>\n<td>Giant rat, goblin</td>\n</tr>\n<tr>\n<td>Medium</td>\n<td>5 by 5 ft.</td>\n<td>Orc, werewolf</td>\n</tr>\n<tr>\n<td>Large</td>\n<td>10 by 10 ft.</td>\n<td>Hippogriff, ogre</td>\n</tr>\n<tr>\n<td>Huge</td>\n<td>15 by 15 ft.</td>\n<td>Fire giant, treant</td>\n</tr>\n<tr>\n<td>Gargantuan</td>\n<td>20 by 20 ft. or larger</td>\n<td>Kraken, purple worm</td>\n</tr>\n</tbody>\n</table>\n<hr />\n<h4>Modifying Creatures</h4>\n<p>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 <strong>variant</strong> or <strong>template</strong>, 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.</p>\n<hr />\n<h2>Type</h2>\n<p>A monster’s type speaks to its fundamental nature. Certain powers, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an <em>arrow of dragon slaying </em>deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.</p>\n<p>The game includes the following monster types, which have no rules of their own.</p>\n<p><strong>Aberrations</strong> 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.</p>\n<p><strong>Beasts</strong> 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.</p>\n<p><strong>Celestials</strong> 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.</p>\n<p><strong>Constructs</strong> 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.</p>\n<p><strong>Dragons</strong> 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.</p>\n<p><strong>Elementals</strong> are creatures native to the elemental
{"_id":"ZkXz0qdkNBkKE6tN","name":"Prone","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. </li>\n<li>The creature has disadvantage on attack rolls. </li>\n<li>An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</li>\n</ul>"}
{"_id":"Zqh1063GdJVTvoGd","name":"Diseases","permission":{"default":0},"folder":"","flags":{},"content":"<p>A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts powers.</p>\n<p>A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.</p>\n<p>A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.</p>\n<h2>Sample Diseases</h2>\n<p>The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.</p>\n<h3>Cackle Fever</h3>\n<p>This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”</p>\n<p>Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.</p>\n<p>Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.</p>\n<p>Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.</p>\n<p>At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.</p>\n<h3>Sewer Plague</h3>\n<p>Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.</p>\n<p>When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.</p>\n<p>It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.</p>\n<p>At the end of each
{"_id":"apBZudO4UA1wj7aC","name":"Exhaustion","permission":{"default":0},"folder":"","flags":{},"content":"<p>Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.</p>\n<table border=\"0\">\n<thead>\n<tr>\n<td>Level</td>\n<td>Effect</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Disadvantage on ability checks</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Speed halved</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Disadvantage on attack rolls and saving throws</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Hit point maximum halved</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Speed reduced to 0</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Death</td>\n</tr>\n</tbody>\n</table>\n<p>If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.</p>\n<p>A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.</p>\n<p>An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.</p>\n<p>Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.</p>"}
{"_id":"b4UvTt9P3As79cwm","name":"Grappled","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.</li>\n<li>The condition ends if the grappler is @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}.</li>\n<li>The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave power.</li>\n</ul>"}
{"_id":"bogWrnJqoNlBd0O8","name":"Adventuring Gear","permission":{"default":0},"folder":"","flags":{},"content":"<p>This section describes items that have special rules or require further explanation.</p>\n<p><strong>Acid.</strong> As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.</p>\n<p><strong>Alchemist’s Fire. </strong>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.</p>\n<p><strong>Antitoxin. </strong>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.</p>\n<p><strong>Arcane Focus. </strong>An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus.</p>\n<p><strong>Ball Bearings. </strong>As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.</p>\n<p><strong>Block and Tackle. </strong>A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.</p>\n<p><strong>Book. </strong>A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a powerbook (described later in this section).</p>\n<p><strong>Caltrops. </strong>As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.</p>\n<p><strong>Candle. </strong>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p>\n<p><strong>Case, Crossbow Bolt. </strong>This wooden case can hold up to twenty crossbow bolts.</p>\n<p><strong>Case, Map or Scroll. </strong>This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.</p>\n<p><strong>Chain. </strong>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.</p>\n<p><strong>Climber’s Kit. </strong>A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.</p>\n<p><strong>Component Pouch. </strong>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).</p>\n<p><strong>Crowbar. </strong>Using a crowbar g
{"_id":"cvRB5qT2M8wVUGRb","name":"Climb","permission":{"default":0},"flags":{},"content":"<p>A 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.</p>"}
{"_id":"eeQ4uW3yMwnbIYVs","name":"Truesight","permission":{"default":0},"flags":{},"content":"<p>A 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.</p>"}
{"_id":"ei4esVo9XkUXRccq","name":"Resting","permission":{"default":0},"folder":"","flags":{},"content":"<p>Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for powercasting, and brace themselves for further adventure.</p>\n<p>Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.</p>\n<h2>Short Rest</h2>\n<p>A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.</p>\n<p>A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.</p>\n<h2>Long Rest</h2>\n<p>A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting powers, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.</p>\n<p>At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.</p>\n<p>A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.</p>"}
{"_id":"ekSNjjsCSyl2kxEi","name":"Saving Throws","permission":{"default":0},"folder":"","flags":{},"content":"<p>A saving throw—also called a save—represents an attempt to resist a power, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.</p>\n<p>To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.</p>\n<p>A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.</p>\n<p>Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.</p>\n<p>The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a power is determined by the caster’s powercasting ability and proficiency bonus.</p>\n<p>The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect</p>"}
{"_id":"gJwZ7NM3G52dqlz2","name":"The Order of Combat","permission":{"default":0},"folder":"","flags":{},"content":"<p>A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and powercasting. The game organizes the chaos of combat into a cycle of rounds and turns. A <strong>round</strong> represents about 6 seconds in the game world. During a round, each participant in a battle takes a <strong>turn</strong>. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.</p>\n<hr>\n<h4>Combat Step by Step</h4>\n<ol>\n<li><strong>Determine surprise. </strong>The GM determines whether anyone involved in the combat encounter is surprised.</li>\n<li><strong>Establish positions. </strong>The GM decides where all the characters and monsters are located. Given the adventurersʼ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.</li>\n<li><strong>Roll initiative.</strong> Everyone involved in the combat encounter rolls initiative, determining the order of combatantsʼ turns.</li>\n<li><strong>Take turns.</strong> Each participant in the battle takes a turn in initiative order.</li>\n<li><strong>Begin the next round. </strong>When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.</li>\n</ol>\n<hr>\n<h2>Surprise</h2>\n<p>A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.</p>\n<p>The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.</p>\n<p>If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.</p>\n<h2>Initiative</h2>\n<p>Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.</p>\n<p>The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.</p>\n<p>If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.</p>\n<h2>Your Turn</h2>\n<p>On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.</p>\n<p>The most common actions you can take are described in the @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat} section. Many class features and other abilities provide additional options for your action.</p>\n<p>The @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position} section gives the rules for your move.</p>\n<p>You can forgo moving, taking an action, or doing anything at all on your tur
{"_id":"gPaI6ycBI7MRz2IJ","name":"Between Adventures","permission":{"default":0},"folder":"","flags":{},"content":"<p>Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.</p>\n<p>In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.</p>\n<h2>Lifestyle Expenses</h2>\n<p>Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.</p>\n<p>Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.</p>\n<h2>Downtime Activities</h2>\n<p>Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.</p>\n<p>Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.</p>\n<h3>Crafting</h3>\n<p>You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.</p>\n<p>For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.</p>\n<p>Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.</p>\n<p>While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.</p>\n<h3>Practicing a Profession</h3>\n<p>You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.</p>\n<p>If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.</p>\n<p>If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to
{"_id":"gRcWZ56MBxjX2mbO","name":"Time","permission":{"default":0},"folder":"","flags":{},"content":"<p>In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of <strong>minutes</strong>. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.</p>\n<p>In a city or wilderness, a scale of <strong>hours</strong> is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.</p>\n<p>For long journeys, a scale of <strong>days</strong> works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.</p>\n<p>In combat and other fast-paced situations, the game relies on <strong>rounds</strong>, a 6-second span of time.</p>"}
{"_id":"hMWCeXenROGuhF1K","name":"Invisible","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. </li>\n<li>Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.</li>\n</ul>"}
{"_id":"ixN1vVJkzhiaebQK","name":"What Is a Power?","permission":{"default":0},"folder":"","flags":{},"content":"<p>A power is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a power, 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.</p>\n<p>Powers can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A}), drain life energy away, and restore life to the dead.</p>\n<p>Uncounted thousands of powers 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 powerbooks 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.</p>\n<h2>Power Level</h2>\n<p>Every power has a level from 0 to 9. A power’s level is a general indicator of how powerful it is, with the lowly (but still impressive) @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} at 1st level and the earth-shaking @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} at 9th. Cantrips—simple but powerful powers that characters can cast almost by rote—are level 0. The higher a power’s level, the higher level a powercaster must be to use that power.</p>\n<p>Power 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 power.</p>\n<h2>Known and Prepared Powers</h2>\n<p>Before a powercaster can use a power, he or she must have the power firmly fixed in mind, or must have access to the power in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of powers they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other powercasters, such as clerics and wizards, undergo a process of preparing powers. This process varies for different classes, as detailed in their descriptions.</p>\n<p>In every case, the number of powers a caster can have fixed in mind at any given time depends on the character’s level.</p>\n<h2>Power Slots</h2>\n<p>Regardless of how many powers a caster knows or prepares, he or she can cast only a limited number of powers before resting. Manipulating the fabric of magic and channeling its energy into even a simple power is physically and mentally taxing, and higherlevel powers are even more so. Thus, each powercasting class’s description (except that of the warlock) includes a table showing how many power slots of each power level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level power slots and two 2nd-level slots.</p>\n<p>When a character casts a power, he or she expends a slot of that power’s level or higher, effectively “filling” a slot with the power. You can think of a power slot as a groove of a certain size—small for a 1st-level slot, larger for a power of higher level. A 1st-level power fits into a slot of any size, but a 9th-level power fits only in a 9th-level slot. So when Umara casts @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, a 1st-level power, she spends one of her four 1st-level slots and has three remaining.</p>\n<p>Finishing a long rest restores any expended power slots.</p>\n<p>Some characters and monsters have special abilities that let them cast powers without using power 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 powers in such a way.</p>\n<h3>Casting a Power at a Higher Level</h3>\n<p>When a powercaster casts a power using a slot that is of a higher l
{"_id":"jn0Tg6J55h4I9zXs","name":"10. Powercasting","permission":{"default":0},"folder":"","flags":{},"content":"<p>Magic permeates fantasy gaming worlds and often appears in the form of a power.</p>\n<p>This section provides the rules for casting powers. Different character classes have distinctive ways of learning and preparing their powers, and monsters use powers in unique ways. Regardless of its source, a power follows the rules here.</p>\n<p>@Compendium[sw5e.rules.ixN1vVJkzhiaebQK]{What Is a Power?}</p>\n<p> › Power Level</p>\n<p> › Known and Prepared Powers</p>\n<p> › Power Slots</p>\n<p> › Cantrips</p>\n<p> › Rituals</p>\n<p>@Compendium[sw5e.rules.JH4AH5qkr4FNCXnQ]{Casting a Power}</p>\n<p> › Casting Time</p>\n<p> › Range</p>\n<p> › Components</p>\n<p> › Duration</p>\n<p> › Targets</p>\n<p> › Areas of Effect</p>\n<p> › Saving Throws</p>\n<p> › Attack Rolls</p>\n<p> › Combining Magical Effects</p>","img":"icons/weapons/staves/staff-ornate-jeweled-blue.webp"}
{"_id":"kMQcMfFY7VGMkKrP","name":"Ability Checks","permission":{"default":0},"folder":"","flags":{},"content":"<p>An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.</p>\n<p>For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Typical Difficulty Classes</h4>\n</caption>\n<thead>\n<tr>\n<td>Task Difficulty</td>\n<td>DC</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Very easy</td>\n<td>5</td>\n</tr>\n<tr>\n<td>Easy</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Medium</td>\n<td>15</td>\n</tr>\n<tr>\n<td>Hard</td>\n<td>20</td>\n</tr>\n<tr>\n<td>Very hard</td>\n<td>25</td>\n</tr>\n<tr>\n<td>Nearly impossible</td>\n<td>30</td>\n</tr>\n</tbody>\n</table>\n<p>To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.</p>\n<h2>Contests</h2>\n<p>Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.</p>\n<p>Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.</p>\n<p>If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.</p>\n<h2>Skills</h2>\n<p>Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)</p>\n<p>For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.</p>\n<p>The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with a
{"_id":"ln4KF7662eP93keD","name":"Armor","permission":{"default":0},"folder":"","flags":{},"content":"<p>Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.</p>\n<p>The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.</p>\n<p><strong>Armor Proficiency. </strong>Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast powers.</p>\n<p><strong>Armor Class (AC).</strong> Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.</p>\n<p><strong>Heavy Armor. </strong>Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.</p>\n<p><strong>Stealth. </strong>If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.</p>\n<p><strong>Shields. </strong>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.</p>\n<h2>Light Armor</h2>\n<p>Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.</p>\n<p><strong>Padded. </strong>Padded armor consists of quilted layers of cloth and batting.</p>\n<p><strong>Leather. </strong>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.</p>\n<p><strong>Studded Leather. </strong>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.</p>\n<h2>Medium Armor</h2>\n<p>Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.</p>\n<p><strong>Hide.</strong> This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.</p>\n<p><strong>Chain Shirt. </strong>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.</p>\n<p><strong>Scale Mail. </strong>This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.</p>\n<p><strong>Breastplate. </strong>This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wea
{"_id":"lrgT2KMBGTgZD4sA","name":"Appendix PH-A: Conditions","permission":{"default":0},"folder":"","flags":{},"content":"<p>Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a power, a class feature, a monsterʼs attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.</p>\n<p>A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.</p>\n<p>If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.</p>\n<p>The following definitions specify what happens to a creature while it is subjected to a condition.</p>\n<p>@Compendium[sw5e.rules.995mfaI3z7WtY7vK]{Blinded}</p>\n<p>@Compendium[sw5e.rules.H8aTFVG3YFAkQ3TK]{Charmed}</p>\n<p>@Compendium[sw5e.rules.XnDPIa0MLWhGvuQg]{Deafened}</p>\n<p>@Compendium[sw5e.rules.pAcHCDJBhybiVzMF]{Frightened}</p>\n<p>@Compendium[sw5e.rules.b4UvTt9P3As79cwm]{Grappled}</p>\n<p>@Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}</p>\n<p>@Compendium[sw5e.rules.hMWCeXenROGuhF1K]{Invisible}</p>\n<p>@Compendium[sw5e.rules.BJaVW22yVYe7dtzq]{Paralyzed}</p>\n<p>@Compendium[sw5e.rules.1XcKtGnKprqX6fa2]{Petrified}</p>\n<p>@Compendium[sw5e.rules.prcOUhkWEVppFVbg]{Poisoned}</p>\n<p>@Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{Prone}</p>\n<p>@Compendium[sw5e.rules.QRKWz3p6v9Rl1Tzh]{Restrained}</p>\n<p>@Compendium[sw5e.rules.TiD5vnNql12Wh3Pn]{Stunned}</p>\n<p>@Compendium[sw5e.rules.MOk1rkF0DeJlcC4l]{Unconscious}</p>\n<p> </p>\n<p>@Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}</p>"}
{"_id":"mKsmKfuLvJ3GjPzN","name":"The Environment","permission":{"default":0},"folder":"","flags":{},"content":"<p>By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.</p>\n<h2>Falling</h2>\n<p>A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.</p>\n<h2>Suffocating</h2>\n<p>A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).</p>\n<p>When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.</p>\n<p>For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.</p>\n<h2>Vision and Light</h2>\n<p>The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a power, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.</p>\n<p>A given area might be lightly or heavily obscured. In a <strong>lightly obscured</strong> area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.</p>\n<p>A <strong>heavily obscured </strong>area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the @Compendium[sw5e.rules.995mfaI3z7WtY7vK]{blinded} condition when trying to see something in that area.</p>\n<p>The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.</p>\n<p><strong>Bright light </strong>lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.</p>\n<p><strong>Dim light</strong>, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.</p>\n<p><strong>Darkness</strong> creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.</p>\n<h3>Blindsight</h3>\n<p>A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.</p>\n<h3>Darkvision</h3>\n<p>Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.</p>\n<h3>Truesight</h3>\n<p>A creature with truesight can, out to a specific range, see in normal and magical darkness, see @Compendium[sw5e.rules.hMWCeXenROGuhF1K]{invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Further
{"_id":"nFdBKy0SAgsIhi7T","name":"Ability Scores and Modifiers","permission":{"default":0},"folder":"","flags":{},"content":"<p>Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.</p>\n<p>A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.</p>\n<p>Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Ability Scores and Modifiers</h4>\n</caption>\n<thead>\n<tr>\n<td>Score</td>\n<td>Modifier</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>−5</td>\n</tr>\n<tr>\n<td>2–3</td>\n<td>−4</td>\n</tr>\n<tr>\n<td>4–5</td>\n<td>−3</td>\n</tr>\n<tr>\n<td>6–7</td>\n<td>−2</td>\n</tr>\n<tr>\n<td>8–9</td>\n<td>−1</td>\n</tr>\n<tr>\n<td>10–11</td>\n<td>+0</td>\n</tr>\n<tr>\n<td>12–13</td>\n<td>+1</td>\n</tr>\n<tr>\n<td>14–15</td>\n<td>+2</td>\n</tr>\n<tr>\n<td>16–17</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>18–19</td>\n<td>+4</td>\n</tr>\n<tr>\n<td>20–21</td>\n<td>+5</td>\n</tr>\n<tr>\n<td>22–23</td>\n<td>+6</td>\n</tr>\n<tr>\n<td>24–25</td>\n<td>+7</td>\n</tr>\n<tr>\n<td>26–27</td>\n<td>+8</td>\n</tr>\n<tr>\n<td>28–29</td>\n<td>+9</td>\n</tr>\n<tr>\n<td>30</td>\n<td>+10</td>\n</tr>\n</tbody>\n</table>\n<p>To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).</p>\n<p>Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.</p>"}
{"_id":"nH479uePVw8HGkLD","name":"Inspiration","permission":{"default":0},"folder":"","flags":{},"content":"<p>Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a power that has been laid on you.</p>\n<h2>Gaining Inspiration</h2>\n<p>Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.</p>\n<p>You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.</p>\n<h2>Using Inspiration</h2>\n<p>If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.</p>\n<p>Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.</p>"}
{"_id":"oag7MR9Omacmhzb7","name":"Blindsight","permission":{"default":0},"folder":"","flags":{},"content":"<p>A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.</p>\n<p>Creatures 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.</p>\n<p>If 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. </p>"}
{"_id":"pAcHCDJBhybiVzMF","name":"Frightened","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. </li>\n<li>The creature can’t willingly move closer to the source of its fear.</li>\n</ul>"}
{"_id":"pJW6Xqjdk8nzrYd3","name":"Making an Attack","permission":{"default":0},"folder":"","flags":{},"content":"<p>Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a power, an attack has a simple structure.</p>\n<ol>\n<li><strong>Choose a target. </strong>Pick a target within your attack’s range: a creature, an object, or a location.</li>\n<li><strong>Determine modifiers.</strong> The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, powers, special abilities, and other effects can apply penalties or bonuses to your attack roll.</li>\n<li><strong>Resolve the attack. </strong>You make the attack roll. 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.</li>\n</ol>\n<p>If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.</p>\n<h2>Attack Rolls</h2>\n<p>When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.</p>\n<h3>Modifiers to the Roll</h3>\n<p>When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.</p>\n<p><strong>Ability Modifier. </strong>The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.</p>\n<p>Some powers also require an attack roll. The ability modifier used for a power attack depends on the powercasting ability of the powercaster.</p>\n<p><strong>Proficiency Bonus.</strong> You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a power.</p>\n<h3>Rolling 1 or 20</h3>\n<p>Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.</p>\n<p>If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.</p>\n<p>If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.</p>\n<h2>Unseen Attackers and Targets</h2>\n<p>Combatants often try to escape their foes’ notice by hiding, casting the @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{invisibility} power, or lurking in darkness.</p>\n<p>When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.</p>\n<p>When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.</p>\n<h2>Ranged Attacks</h2>\n<p>When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many powers also involve making a ranged attack.</p>\n<h3>Range</h3>\n<p>You can make ranged attacks only against targets within a specified range.</p>\n<p>If a ranged attack, such as one made with a power, has a single range, you can’t attack a target beyond this range.</p>\n<p>So
{"_id":"pOHY1F2F9Jf9S76B","name":"Trade Goods","permission":{"default":0},"folder":"","flags":{},"content":"<p>Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).</p>\n<p>Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Trade Goods</h4>\n</caption>\n<thead>\n<tr>\n<td>Cost</td>\n<td>Goods</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1 cp</td>\n<td>1 lb. of wheat</td>\n</tr>\n<tr>\n<td>2 cp</td>\n<td>1 lb. of flour or one chicken</td>\n</tr>\n<tr>\n<td>5 cp</td>\n<td>1 lb. of salt</td>\n</tr>\n<tr>\n<td>1 sp</td>\n<td>1 lb. of iron or 1 sq. yd. of canvas</td>\n</tr>\n<tr>\n<td>5 sp</td>\n<td>1 lb. of copper or 1 sq. yd. of cotton cloth</td>\n</tr>\n<tr>\n<td>1 gp</td>\n<td>1 lb. of ginger or one goat</td>\n</tr>\n<tr>\n<td>2 gp</td>\n<td>1 lb. of cinnamon or pepper, or one sheep</td>\n</tr>\n<tr>\n<td>3 gp</td>\n<td>1 lb. of cloves or one pig</td>\n</tr>\n<tr>\n<td>5 gp</td>\n<td>1 lb. of silver or 1 sq. yd. of linen</td>\n</tr>\n<tr>\n<td>10 gp</td>\n<td>1 sq. yd. of silk or one cow</td>\n</tr>\n<tr>\n<td>15 gp</td>\n<td>1 lb. of saffron or one ox</td>\n</tr>\n<tr>\n<td>50 gp</td>\n<td>1 lb. of gold</td>\n</tr>\n<tr>\n<td>500 gp</td>\n<td>1 lb. of platinum</td>\n</tr>\n</tbody>\n</table>"}
{"_id":"pp8EcJKHl05DxFPO","name":"Cleric Powers","permission":{"default":0},"flags":{},"content":"<h3>Cantrips (0 Level)</h3>\n<p>@Compendium[sw5e.powers.P7mF2MxSuVJwHRRY]{Guidance}</p>\n<p>@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}</p>\n<p>@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}</p>\n<p>@Compendium[sw5e.powers.dl8YwvMboBqX2OC4]{Resistance}</p>\n<p>@Compendium[sw5e.powers.n9pJzTDsAwQxJVRl]{Sacred Flame}</p>\n<p>@Compendium[sw5e.powers.8zT7njvqbpXs4Cel]{Spare the Dying}</p>\n<p>@Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy}</p>\n<h3>1st Level</h3>\n<p>@Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane}</p>\n<p>@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}</p>\n<p>@Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}</p>\n<p>@Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water}</p>\n<p>@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}</p>\n<p>@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}</p>\n<p>@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}</p>\n<p>@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}</p>\n<p>@Compendium[sw5e.powers.7buEm5KhI5lP8m1z]{Guiding Bolt}</p>\n<p>@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}</p>\n<p>@Compendium[sw5e.powers.ksaaTxIbKx2sJfia]{Inflict Wounds}</p>\n<p>@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}</p>\n<p>@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}</p>\n<p>@Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}</p>\n<p>@Compendium[sw5e.powers.jZ6JNykRtdQ90MOo]{Shield of Faith}</p>\n<h3>2nd Level</h3>\n<p>@Compendium[sw5e.powers.Opwh2PdX4runSBlm]{Aid}</p>\n<p>@Compendium[sw5e.powers.4v2H3hHb3Ph9XLNd]{Augury}</p>\n<p>@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}</p>\n<p>@Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}</p>\n<p>@Compendium[sw5e.powers.MK6gpQMeDFo0cP9f]{Continual Flame}</p>\n<p>@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}</p>\n<p>@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}</p>\n<p>@Compendium[sw5e.powers.n4JDcFKe5ikzYmAc]{Gentle Repose}</p>\n<p>@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}</p>\n<p>@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}</p>\n<p>@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}</p>\n<p>@Compendium[sw5e.powers.MOEmz9N0j0QPkKEE]{Prayer of Healing}</p>\n<p>@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}</p>\n<p>@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}</p>\n<p>@Compendium[sw5e.powers.JbxsYXxSOTZbf9I0]{Spiritual Weapon}</p>\n<p>@Compendium[sw5e.powers.JVhKeanAXZH62DrF]{Warding Bond}</p>\n<p>@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}</p>\n<h3>3rd Level</h3>\n<p>@Compendium[sw5e.powers.oyE5nVppa5mde5gT]{Animate Dead}</p>\n<p>@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}</p>\n<p>@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}</p>\n<p>@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}</p>\n<p>@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}</p>\n<p>@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}</p>\n<p>@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}</p>\n<p>@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}</p>\n<p>@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}</p>\n<p>@Compendium[sw5e.powers.34ddoYIrnOZ2GFYi]{Mass Healing Word}</p>\n<p>@Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}</p>\n<p>@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}</p>\n<p>@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}</p>\n<p>@Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}</p>\n<p>@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}</p>\n<p>@Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead}</p>\n<p>@Compendium[sw5e.powers.uCud2s4TjMfjiXUb]{Spirit Guardians}</p>\n<p>@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}</p>\n<p>@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}</p>\n<h3>4th Level</h3>\n<p>@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}</p>\n<p>@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control
{"_id":"prcOUhkWEVppFVbg","name":"Poisoned","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>A poisoned creature has disadvantage on attack rolls and ability checks.</li>\n</ul>"}
{"_id":"qLXNi9sr82rz60ji","name":"07. Using Ability Scores","permission":{"default":0},"folder":"","flags":{},"content":"<p>Six abilities provide a quick description of every creature’s physical and mental characteristics:</p>\n<ul>\n<li><strong>Strength</strong>, measuring physical power</li>\n<li><strong>Dexterity</strong>, measuring agility</li>\n<li><strong>Constitution</strong>, measuring endurance</li>\n<li><strong>Intelligence</strong>, measuring reasoning and memory</li>\n<li><strong>Wisdom</strong>, measuring perception and insight </li>\n<li><strong> Charisma</strong>, measuring force of personality</li>\n</ul>\n<p>Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses.</p>\n<p>The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.</p>\n<p>@Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}</p>\n<p>@Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}</p>\n<p>@Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}</p>\n<p>@Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}</p>\n<p> › Contests</p>\n<p> › Skills</p>\n<p> › Passive Checks</p>\n<p> › Working Together</p>\n<p>@Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}</p>\n<p>@Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}</p>","img":"icons/sundries/gaming/dice-runed-brown.webp"}
{"_id":"soqKcpGwvId8hQ9r","name":"Tools","permission":{"default":0},"folder":"","flags":{},"content":"<p>A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.</p>\n<table border=\"0\" cellspacing=\"0\"><caption>\n<h4>Tools</h4>\n</caption>\n<thead>\n<tr>\n<td>Item</td>\n<td>Cost</td>\n<td>Weight</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><em>Artisan’s tools</em></td>\n<td> </td>\n<td> </td>\n</tr>\n<tr>\n<td> Alchemist’s supplies</td>\n<td>50 gp</td>\n<td>8 lb.</td>\n</tr>\n<tr>\n<td> Brewer’s supplies</td>\n<td>20 gp</td>\n<td>9 lb.</td>\n</tr>\n<tr>\n<td> Calligrapher's supplies</td>\n<td>10 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Carpenter’s tools</td>\n<td>8 gp</td>\n<td>6 lb.</td>\n</tr>\n<tr>\n<td> Cartographer’s tools</td>\n<td>15 gp</td>\n<td>6 lb.</td>\n</tr>\n<tr>\n<td> Cobbler’s tools</td>\n<td>5 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Cook’s utensils</td>\n<td>1 gp</td>\n<td>8 lb.</td>\n</tr>\n<tr>\n<td> Glassblower’s tools</td>\n<td>30 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Jeweler’s tools</td>\n<td>25 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td> Leatherworker’s tools</td>\n<td>5 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Mason’s tools</td>\n<td>10 gp</td>\n<td>8 lb.</td>\n</tr>\n<tr>\n<td> Painter’s supplies</td>\n<td>10 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Potter’s tools</td>\n<td>10 gp</td>\n<td>3 lb.</td>\n</tr>\n<tr>\n<td> Smith’s tools</td>\n<td>20 gp</td>\n<td>8 lb.</td>\n</tr>\n<tr>\n<td> Tinker’s tools</td>\n<td>50 gp</td>\n<td>10 lb.</td>\n</tr>\n<tr>\n<td> Weaver’s tools</td>\n<td>1 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Woodcarver’s tools</td>\n<td>1 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td> Disguise kit</td>\n<td>25 gp</td>\n<td>3 lb.</td>\n</tr>\n<tr>\n<td> Forgery kit</td>\n<td>15 gp</td>\n<td>5 lb.</td>\n</tr>\n<tr>\n<td><em>Gaming set</em></td>\n<td> </td>\n<td> </td>\n</tr>\n<tr>\n<td> Dice set</td>\n<td>1 sp</td>\n<td>—</td>\n</tr>\n<tr>\n<td> Playing card set</td>\n<td>5 sp</td>\n<td>—</td>\n</tr>\n<tr>\n<td>Herbalism kit</td>\n<td>5 gp</td>\n<td>3 lb.</td>\n</tr>\n<tr>\n<td><em>Musical instrument</em></td>\n<td> </td>\n<td> </td>\n</tr>\n<tr>\n<td> Bagpipes</td>\n<td>30 gp</td>\n<td>6 lb.</td>\n</tr>\n<tr>\n<td> Drum</td>\n<td>6 gp</td>\n<td>3 lb.</td>\n</tr>\n<tr>\n<td> Dulcimer</td>\n<td>25 gp</td>\n<td>10 lb.</td>\n</tr>\n<tr>\n<td> Flute</td>\n<td>2 gp</td>\n<td>1 lb.</td>\n</tr>\n<tr>\n<td> Lute</td>\n<td>35 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td> Lyre</td>\n<td>30 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td> Horn</td>\n<td>3 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td> Pan flute</td>\n<td>12 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td> Shawm</td>\n<td>2 gp</td>\n<td>1 lb.</td>\n</tr>\n<tr>\n<td> Viol</td>\n<td>30 gp</td>\n<td>1 lb.</td>\n</tr>\n<tr>\n<td>Navigator’s tools</td>\n<td>25 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td>Poisoner’s kit</td>\n<td>50 gp</td>\n<td>2 lb.</td>\n</tr>\n<tr>\n<td>Thieves’ tools</td>\n<td>25 gp</td>\n<td>1 lb.</td>\n</tr>\n<tr>\n<td>Vehicles (land or water)</td>\n<td>*</td>\n<td>*</td>\n</tr>\n<tr>\n<td colspan=\"3\">* See the @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles} section.</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Artisan’s Tools.</strong> These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items r
{"_id":"szHg2dwyoTwXEVnx","name":"Magic Items","permission":{"default":0},"folder":"","flags":{},"content":"<p>Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.</p>\n<h1>Attunement</h1>\n<p>Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a powercasting class, a monster qualifies if it has power slots and uses that class’s power list.) If the prerequisite is to be a powercaster, a creature qualifies if it can cast at least one power using its traits or features, not using a magic item or the like.</p>\n<p>Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.</p>\n<p>Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.</p>\n<p>An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one @Compendium[sw5e.items.QtmVEreNIWEVOoLR]{Ring of Protection} at a time.</p>\n<p>A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.</p>\n<h1>Wearing and Wielding Items</h1>\n<p>Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.</p>\n<p>In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.</p>\n<p>When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.</p>\n<h2>Multiple Items of the Same Kind</h2>\n<p>Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item
{"_id":"tK5FwAIu92di2zLZ","name":"Using Each Ability","permission":{"default":0},"folder":"","flags":{},"content":"<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p>\n<h2>Strength</h2>\n<p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p>\n<h3>Strength Checks</h3>\n<p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p>\n<p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p>\n<ul>\n<li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li>\n<li>You try to jump an unusually long distance or pull off a stunt midjump.</li>\n<li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li>\n</ul>\n<p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following: </p>\n<ul>\n<li>Force open a stuck, locked, or barred door </li>\n<li>Break free of bonds</li>\n<li>Push through a tunnel that is too small</li>\n<li>Hang on to a wagon while being dragged behind it</li>\n<li>Tip over a statue</li>\n<li>Keep a boulder from rolling</li>\n</ul>\n<h3>Attack Rolls and Damage</h3>\n<p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p>\n<h3>Lifting and Carrying</h3>\n<p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p>\n<p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.</p>\n<p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p>\n<p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p>\n<h3>Variant: Encumbrance</h3>\n<p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p>\n<p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p>\n<p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p>\n<h2>Dexterity</h2>\n<p>Dexterity measures agility, reflexes, and balance.</p>\n<h3>Dexterity Checks</h3>\n<p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing
{"_id":"tUYvSkhggFcMpVw5","name":"Incapacitated","permission":{"default":0},"folder":"","flags":{},"content":"<ul>\n<li>An incapacitated creature can’t take actions or reactions.</li>\n</ul>"}
{"_id":"treKHmCjr4aQiVyd","name":"Burrow","permission":{"default":0},"folder":"","flags":{},"content":"<p>A 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.</p>"}
{"_id":"uTHSGujAj4E8zwFx","name":"Backgrounds","permission":{"default":0},"folder":"","flags":{},"content":"<p>Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.</p>\n<p>Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is <em>what changed</em>? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have <em>more</em> money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?</p>\n<p>The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.</p>\n<h3>Proficiencies</h3>\n<p>Each background gives a character proficiency in two skills (described in @Compendium[sw5e.rules.qLXNi9sr82rz60ji]{Using Ability Scores}).</p>\n<p>In addition, most backgrounds give a character proficiency with one or more tools (detailed in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}).</p>\n<p>If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.</p>\n<h3>Languages</h3>\n<p>Some backgrounds also allow characters to learn additional languages beyond those given by race. See @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}.</p>\n<h3>Equipment</h3>\n<p>Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.</p>\n<h3>Suggested Characteristics</h3>\n<p>A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.</p>\n<h3>Customizing a Background</h3>\n<p>You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.</p>\n<h2>Acolyte</h2>\n<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.</p>\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in @Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Fantasy-Historical Pantheons} or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master th
{"_id":"wHI1i7HR2l0T3qVV","name":"Appendix MM-B: Nonplayer Characters","permission":{"default":0},"folder":"","flags":{},"content":"<p>This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.</p>\n<h2>Customizing NPCs</h2>\n<p>There are many easy ways to customize the NPCs in this appendix for your home campaign.</p>\n<p><strong>Racial Traits. </strong>You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook.</p>\n<p><strong>Power Swaps. </strong>One way to customize an NPC powercaster is to replace one or more of its powers. You can substitute any power on the NPC’s power list with a different power of the same level from the same power list. Swapping powers in this manner doesn’t alter an NPC’s challenge rating.</p>\n<p><strong>Armor and Weapon Swaps.</strong> You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.</p>\n<p><strong>Magic Items.</strong> The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.</p>\n<h2>A</h2>\n<p>@Compendium[sw5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}</p>\n<p>@Compendium[sw5e.monsters.B7lBOr1AahNZs4a6]{Archmage}</p>\n<p>@Compendium[sw5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}</p>\n<h2>B</h2>\n<p>@Compendium[sw5e.monsters.n4TEv7inVUkyZviN]{Bandit}</p>\n<p>@Compendium[sw5e.monsters.rb7OJt822wIO52qY]{Bandit Captain}</p>\n<p>@Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}</p>\n<h2>C</h2>\n<p>@Compendium[sw5e.monsters.SqZRuJ8lt2KGJBbq]{Commoner}</p>\n<p>@Compendium[sw5e.monsters.qkLNA1lKMMJpxuWg]{Cultist}</p>\n<p>@Compendium[sw5e.monsters.tYfQIxCJT0WaaKmc]{Cult Fanatic}</p>\n<h2>D</h2>\n<p>@Compendium[sw5e.monsters.K15Yl8JmB5iPircc]{Druid}</p>\n<h2>G</h2>\n<p>@Compendium[sw5e.monsters.fsPruAIDOg4tVrgb]{Gladiator}</p>\n<p>@Compendium[sw5e.monsters.E9CvDPDg5dFEpVjS]{Guard}</p>\n<h2>K</h2>\n<p>@Compendium[sw5e.monsters.D5UqYD1EnTrJaMTO]{Knight}</p>\n<h2>M</h2>\n<p>@Compendium[sw5e.monsters.mQnsXanewsPiV7QE]{Mage}</p>\n<h2>N</h2>\n<p>@Compendium[sw5e.monsters.GlaCGcgIP6YjBjGc]{Noble}</p>\n<h2>P</h2>\n<p>@Compendium[sw5e.monsters.PVD5wRdyO7iCJPs1]{Priest}</p>\n<h2>S</h2>\n<p>@Compendium[sw5e.monsters.O3ABqI55Ir1du1Xa]{Scout}</p>\n<p>@Compendium[sw5e.monsters.13K3XK2A3wwxVKLD]{Spy}</p>\n<h2>T</h2>\n<p>@Compendium[sw5e.monsters.Cy3A0rsNMPLZozam]{Thug}</p>\n<p>@Compendium[sw5e.monsters.nREPw9g94Bsb9sIl]{Tribal Warrior}</p>\n<h2>V</h2>\n<p>@Compendium[sw5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}</p>"}
{"_id":"wv5qNatyC9h3mBCs","name":"Concentration","permission":{"default":0},"flags":{"core":{"sourceId":"JournalEntry.Ht4ccjgz22ZmSJny"}},"content":"<p>Some powers require you to maintain concentration in order to keep their magic active. If you lose concentration, such a power ends.</p>\n<p>If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).</p>\n<p>Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: </p>\n<ul>\n<li><strong>Casting another power that requires concentration. </strong>You lose concentration on a power if you cast another power that requires concentration. You can't concentrate on two powers at once.</li>\n<li><strong>Taking damage.</strong>Whenever you take damage while you are concentrating on a power, 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.</li>\n<li><strong>Being incapacitated or killed. </strong>You lose concentration on a power if you are incapacitated or if you die.</li>\n</ul>\n<p>The 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 power.</p>"}
{"_id":"xclLVni6OuNUrewU","name":"Underwater Combat","permission":{"default":0},"folder":"","flags":{},"content":"<p>When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.</p>\n<p>When making a <strong>melee weapon attack</strong>, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.</p>\n<p>A <strong>ranged weapon attack</strong> automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).</p>\n<p>Creatures and objects that are fully immersed in water have resistance to fire damage.</p>"}
{"_id":"yL4L6QQ7xhMbgWZx","name":"Cover","permission":{"default":0},"folder":"","flags":{},"content":"<p>Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.</p>\n<p>There are three degrees of 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.</p>\n<p>A target with<strong> half cover </strong>has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.</p>\n<p>A target with <strong>three-quarters cover</strong> has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.</p>\n<p>A target with <strong>total cover </strong>can’t be targeted directly by an attack or a power, although some powers can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.</p>"}