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| {{toc}} | | {{toc}} |
| '''''Dungeons & Dragons''''' <small>(Fifth Edition)</small> | | '''''Dungeons & Dragons''''' <small>(Fifth Edition)</small> |
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| | * '''[[D&D Glossary (5E)]]''' |
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| * [https://media.wizards.com/2019/dnd/downloads/SA-Compendium.pdf ''Sage Advice Compendium'' <small>v2.3</small>] <small><small>(2019-01-28)</small></small> | | * [https://media.wizards.com/2019/dnd/downloads/SA-Compendium.pdf ''Sage Advice Compendium'' <small>v2.3</small>] <small><small>(2019-01-28)</small></small> |
| ** General errata: <small><!-- | | ** General errata: <small><!-- |
| -->[http://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf ''PHB'' <small>(v2.0)</small>] <!-- | | -->[http://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf ''PHB'' <small>(v2.0)</small>] <!-- |
| -->• [http://media.wizards.com/2017/dnd/downloads/SCAG-Errata.pdf <abbr title="Sword Coast Adventurer’s Guide">''SCAG''</abbr> <small>(v1.0)</small>]<!-- | | -->• [http://media.wizards.com/2017/dnd/downloads/SCAG-Errata.pdf <abbr title="Sword Coast Adventurer’s Guide">''SCAG''</abbr> <small>(v1.0)</small>]<!-- |
| -->• [http://media.wizards.com/2018/dnd/downloads/DMG-Errata.pdf ''DMG'' <small>(v2.0)</small>] <!-- | | -->• [http://media.wizards.com/2018/dnd/downloads/DMG-Errata.pdf ''DMG'' <small>(v2.0)</small>] <!-- |
| -->• [http://media.wizards.com/2018/dnd/downloads/MM-Errata.pdf ''MM'' <small>(v2.0)</small>]</small> | | -->• [http://media.wizards.com/2018/dnd/downloads/MM-Errata.pdf ''MM'' <small>(v2.0)</small>]</small> |
| ** Adv. errata: <small><!-- | | ** Adv. errata: <small><!-- |
| -->[http://media.wizards.com/2016/downloads/DND/HotDQ-Errata.pdf ''HotDQ'' <small>(v1.0)</small>] <!-- | | -->[http://media.wizards.com/2016/downloads/DND/HotDQ-Errata.pdf ''HotDQ'' <small>(v1.0)</small>] <!-- |
| -->• [http://media.wizards.com/2016/downloads/DND/PotA-Errata.pdf ''PotA'' <small>(v1.5)</small>] <!-- | | -->• [http://media.wizards.com/2016/downloads/DND/PotA-Errata.pdf ''PotA'' <small>(v1.5)</small>] <!-- |
| -->• [http://media.wizards.com/2017/dnd/downloads/OotA-Errata.pdf ''OotA'' <small>(v1.0)</small>] <!-- | | -->• [http://media.wizards.com/2017/dnd/downloads/OotA-Errata.pdf ''OotA'' <small>(v1.0)</small>] <!-- |
| -->• [http://media.wizards.com/2017/dnd/downloads/VGtM-Errata.pdf ''VGtM'' <small>(v1.0)</small>]</small> | | -->• [http://media.wizards.com/2017/dnd/downloads/VGtM-Errata.pdf ''VGtM'' <small>(v1.0)</small>]</small> |
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| * ''[[Unearthed Arcana]]'' | | * ''[[Unearthed Arcana]]'' |
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| * [[Races (5E)|Races]] • [[Background]]s • [[Feats (5E)|Feats]] • [[Tool proficiency|Tool proficiencies]] • [[Downtime]] | | * [[Races (5E)|Races]] • [[Background]]s • [[Feats (5E)|Feats]] • [[Tool proficiency|Tool proficiencies]] • [[Downtime]] |
| * [[Classes (5E)|Classes]] • [[Pantheons (5E)|Pantheons]] • [[Domains (5E)|Domains]] • [[Spell list (5E)|Spell list]] & [[Spell (5E)|Spell details]] | | * [[Classes (5E)|Classes]] • [[Pantheons (5E)|Pantheons]] • [[Domains (5E)|Domains]] • [[Spell list (5E)|Spell list]] & [[Spell (5E)|Spell details]] |
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| '''[[d20 Modern (5E)]]''' | | '''[[d20 Modern (5E)]]''' |
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| Base humanoid speed is {{speed|30|d20}}.
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| ==Books== | | ==Books== |
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| * {{abbr|ᴜᴘ86717|Ultra ᴘʀᴏ SKU (ᴜᴘᴄ 0-74427-86717-1)}} “Tomb of Annihilation” Character Folio | | * {{abbr|ᴜᴘ86717|Ultra ᴘʀᴏ SKU (ᴜᴘᴄ 0-74427-86717-1)}} “Tomb of Annihilation” Character Folio |
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| ==Glossary== | | ==Worlds== |
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| ===Conditions===
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| {| class="tilt aside zebra center c1c c11l"
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| |-
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| !<s>HP maximum</s>
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| !<s>Attack rolls vs creature</s>
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| !<s>Speak</s>
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| !<s>Take actions & reactions</s>
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| !<s>Saving throws, strength</s>
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| !<s>Saving throws, dexterity</s>
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| !<s>Saving throws, other</s>
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| !<s>Movement speed</s>
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| !<s>Ability checks by creature</s>
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| !<s>Attack rolls by creature</s>
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| !<s> </s>
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| |- class="subsection"
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| | – || – || – || – || – || – || – || –
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| | {{abbr|?|Fail any ability check that requires hearing}}
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| | –
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| ! Deafened
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| |-
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| | – || {{abbr|A|Advantage}} || – || – || – || – || – || –
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| | {{abbr|?|Fail any ability check that requires sight}}
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| | {{abbr|D|Disadvantage}}
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| ! Blinded
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| |- class="subsection"
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| | – || – || – || – || – || – || – || – || – ||class=sm|NO
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| ! {{abbr|Charmed|Advantage to charmer on social ability checks}}
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| |-
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| | – || – || – || – || – || – || –
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| | {{abbr|?|creature can’t willingly move toward source of fear}}
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| | {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| ! Frightened
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| |-
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| | – || – || – || – || – || – || – || 0 || – || –
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| ! Grappled
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| |-
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| | – || {{abbr|D|Disadvantage}} || – || – || – || – || – || – || ? || {{abbr|A|Advantage}}
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| ! Invisible
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| |- class="subsection"
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| | – || – || – ||class=sm|NO || – || – || – || – ||class=sm|NO ||class=sm|NO
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| ! Incapacitated
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| |-
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| | – || {{abbr|A|Advantage}} || – ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || – ||class=sm|NO ||class=sm|NO
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| !class=in1| Stunned
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| |-
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| | –
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| | {{abbr|Ac|Advantage and melee attack hits are critical}}
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| |class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|NO ||class=sm|NO
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| !class=in1| Paralyzed
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| |-
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| | –
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| | {{abbr|Ac|Advantage and melee attack hits are critical}}
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| |class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|NO ||class=sm|NO
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| !class=in1| Unconscious
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| |-
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| | –
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| | {{abbr|A?|Advantage, but creature has resistance to all damage}}
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| |class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL
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| | – || 0 ||class=sm|NO ||class=sm|NO
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| !class=in1| {{abbr|Petrified|• Resistance to all damage <br>• Immune to poison and disease}}
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| |- class="subsection"
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| | – || – || – || – || – || – || – || – || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| ! Poisoned
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| |-
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| | –
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| |class="sm p0"| {{abbr|A/D|• Advantage on Melee attacks <br>• Disadvantage on Ranged attacks}}
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| | – || – || – || – || –
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| | {{abbr|?|may only crawl (or stand and cease being prone)}}
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| | – || {{abbr|D|Disadvantage}}
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| ! Prone
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| |-
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| | – || {{abbr|A|Advantage}}
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| | – || – || – || {{abbr|D|Disadvantage}}
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| | – || 0 || – || {{abbr|D|Disadvantage}}
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| ! Restrained
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| |- class="subsection"
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| | – || – || – || – || – || – || – || – || {{abbr|D|Disadvantage}} || –
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| ! Exhaustion
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| |-
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| | – || – || – || – || – || – || – || ½ || {{abbr|D|Disadvantage}} || –
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| !class="in2 sm"| Exhaustion 2
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| |-
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| | – || – || – || – || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| | {{abbr|D|Disadvantage}} || ½ || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| !class="in2 sm"| Exhaustion 3
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| |-
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| | ½ || – || – || – || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| | {{abbr|D|Disadvantage}} || ½ || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| !class="in2 sm"| Exhaustion 4
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| |-
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| | ½ || – || – || – || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| | {{abbr|D|Disadvantage}} || 0 || {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
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| !class="in2 sm"| Exhaustion 5
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| |-
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| | 0 || – ||class=sm|NO ||class=sm|NO || {{abbr|D|Disadvantage}}
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| | {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}} || 0 ||class=sm|NO ||class=sm|NO
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| !class="in2 sm"| Exhaustion 6
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| |}
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| ==== Deafened ====
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| * A deafened creature can’t hear and automatically fails any ability check that requires hearing.
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| ==== Blinded ====
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| * A blinded creature can’t see and automatically fails any ability check that requires sight.
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| * Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
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| ==== Charmed ====
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| * A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
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| * The charmer has advantage on any ability check to interact socially with the creature.
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| ==== Frightened ====
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| * A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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| * The creature can’t willingly move closer to the source of its fear.
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| ==== Grappled ====
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| * A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
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| * The condition ends if the grappler is ''incapacitated''. 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 {{d5e|spell|thunderwave}} spell.
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| ==== Invisible ====
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| * 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.
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| * Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
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| ==== Incapacitated ====
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| * An incapacitated creature can’t take actions or reactions.
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| * The creatures loses concentration on a spell.
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| ==== Stunned ====
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| * A stunned creature is ''incapacitated'', can’t move, and can speak only falteringly.
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| * The creature automatically fails Strength and Dexterity saving throws.
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| * Attack rolls against the creature have advantage.
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| ==== Paralyzed ====
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| * A paralyzed creature is ''incapacitated'', can’t move, and can’t speak.
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| * The creature automatically fails Strength and Dexterity saving throws.
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| * Attack rolls against the creature have advantage.
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| * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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| ==== Unconscious ====
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| * An unconscious creature is ''incapacitated'', can’t move or speak, and is unaware of its surroundings.
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| * The creature automatically fails Strength and Dexterity saving throws.
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| * Attack rolls against the creature have advantage.
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| * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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| * The creature drops whatever it’s holding and falls prone.
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| ==== Petrified ====
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| * A petrified creature is ''incapacitated'', can’t move or speak, and is unaware of its surroundings.
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| * The creature automatically fails Strength and Dexterity saving throws.
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| * Attack rolls against the creature have advantage.
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| * A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
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| ** The creature has resistance to all damage.
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| ** The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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| ==== Poisoned ====
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| * A poisoned creature has disadvantage on attack rolls and ability checks.
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| ==== Prone ====
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| * A prone creature’s only movement option is to {{abbr|crawl|¹⁄₂ normal speed (¹⁄₃ in difficult terrain)}}, unless it stands up and thereby ends the condition.
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| * The creature has disadvantage on attack rolls.
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| * An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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| ==== Restrained ====
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| * A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
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| * Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
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| * The creature has disadvantage on Dexterity saving throws.
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| ==== Exhaustion ====
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| {| class="zebra aside c1c"
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| !Level !!Effect
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| |-
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| |1 ||Disadvantage on ability checks
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| |-
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| |2 ||Speed halved
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| |-
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| |3 ||Disadvantage on attack rolls and saving throws
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| |-
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| |4 ||Hit point maximum halved
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| |-
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| |5 ||Speed reduced to 0
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| |-
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| |6 ||Death
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| |}
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| 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.
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| 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.
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| 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.
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| 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.
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| Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
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| === Vision and Light ===
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| The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
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| ==== Obscuration ====
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| <span id="lightly obscured"></span><span id="heavily obscured"></span>
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| A given area might be lightly or heavily obscured.
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| {{statblock|
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| ;Lightly obscured: An area, such as ''dim light'', patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
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| ;Heavily obscured: An area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).
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| }}
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| ==== Light ====
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| <span id="bright light"></span><span id="dim light"></span><span id="darkness"></span>
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| The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
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| {{statblock|
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| ;Bright light: Lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
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| ;Dim light: Also called shadows, creates a ''lightly obscured'' area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
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| ;Darkness: Creates a ''heavily obscured'' area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
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| }}
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| ==== Blindsight ====
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| 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.
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| ==== Darkvison ====
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| Many creatures in the worlds of D&D, 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.
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| ==== Tremorsense ====
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| A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature 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 have this special sense.
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| ==== Truesight ====
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| A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic, Furthermore, the creature can see into the Ethereal Plane.
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| === Type (monster) ===
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| A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.
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| The game includes the following monster types, which have no rules of their own.
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| <span id="Aberration"></span>'''Aberrations''' are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
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| <span id="Beast"></span>'''Beasts''' are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
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| <span id="Celestial"></span>'''Celestials''' are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
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| <span id="Construct"></span>'''Constructs''' are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
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| <span id="Dragon"></span>'''Dragons''' are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
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| <span id="Elemental"></span>'''Elementals''' are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
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| <span id="Fey"></span>'''Fey''' are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
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| <span id="Fiend"></span>'''Fiends''' are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
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| <span id="Giant"></span>'''Giants''' tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
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| <span id="Humanoid"></span>'''Humanoids''' are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
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| A variety of humanoids appear throughout this book, but the races detailed in the Player’s Handbook—with the exception of drow—are dealt with in appendix B. That appendix gives you a number of stat blocks that you can use to make various members of those races.
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| <span id="Monstrosity"></span>'''Monstrosities''' are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owl bears), and others, are the product-of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.
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| <span id="Ooze"></span>'''Oozes''' are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
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| <span id="Plant"></span>'''Plants''' in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
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| <span id="Undead"></span>'''Undead''' are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
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| ==== Tag ====
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| A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
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| ==== Speed ====
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| A monster’s speed tells you how far it can move on its turn. For more information on s peed, see the Player’s Handbook.
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| All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.
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| Some creatures have one or more of the following additional movement modes.
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| {{statblock|1=
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| ;<span id="Burrow"></span>Burrow: 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 tra it that allows it to do so.
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| ;<span id="Climb"></span>Climb: 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 s pend extra movement to climb.
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| ;<span id="Fly"></span>Fly: 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.
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| ;<span id="Swim"></span>Swim: A monster that has a swimming speed doesn’t need to spend extra movement to swim.
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| }}
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| === Entities === | | === Entities === |
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| }} | | }} |
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| == Timeline == | | ==Timeline== |
| <pre> | | <pre> |
| 1974 Dungeons & Dragons | | 1974 Dungeons & Dragons |