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An Introduction to the Tabletop Roleplaying Game: Dungeons & Dragons Fifth Edition

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Sections

  1. Stats
  2. Classes & Character Building
  3. Spellcasting & Magic
  4. Races
  5. Alignments
  6. Dice
  7. Combat

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Some Keywords

  • One-Shot:
    • Is a single-session campaign with no continuation not to be confused with a “seperate adventure”
  • Vanilla:
    • refers to the basic rules of the game without any custom additions that is added to the game including new rules, spells, items, etc.
  • Homebrew:
    • When I create custom additions to the vanilla game such as adding special monsters, items, spells, etc.
  • Unearthed Arcana (UA)
    • This refers to the “unofficial content” created by Wizards of the Coast that serves as playtest material. Some content includes items, spells, and even subclasses. Usually this content isn’t permanent and is either updated or removed for various reasons (ex: too overpowered, too complicated to effectively play, etc.)
      • Mystics, Soulknife 2019

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Section 1: Stats

There are 6 stats known as your ability scores that determine characteristics about your character including what bonuses is added to weapon attacks and skills.

Body Stats

  1. Strength
  2. Dexterity
  3. Constitution

Mental Stats

  1. Intelligence
  2. Wisdom
  3. Charisma

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Skills As Determined By Ability Scores

Strength

  • Athletics
  • Attack Rolls and Damage Bonus
  • Lifting & Carrying
  • Carrying Capacity

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth
  • Attacks Rolls and Damage Bonus
  • Armor Class
  • Initiative

Constitution

  • Hit Points
  • Concentration Checks

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
  • Spellcasting Ability

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival
  • Spellcasting Ability

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion
  • Spellcasting Ability

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Health Points and Hit Dice

  • Short Rest
    • At least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
    • 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.
      • A Level 20 character would have 20 hit die
      • 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.
  • Long Rest
    • 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.
    • 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).

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Section 2: Classes & Character Building

There are:

  1. Barbarian
  2. Bard
  3. Cleric
  4. Druid
  5. Fighter
  6. Monk
  7. Paladin
  8. Ranger
  9. Rogue
  10. Sorcerer
  11. Warlock
  12. Wizard
  13. Artificer (UA)
  14. Blood Hunter (UA)

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Subclasses

Class broadly describes a character's vocation, special talents, and tactics they employ when adventuring. Subclasses further define those. Subclasses are specific to their parent class, and are called different things according to which class they belong to. You can only choose one subclass

For example:

The Paladin is a class for Dungeons & Dragons.

There is the subclass of Paladin that takes up the Oath of Devotion and the Oath of Vengeance.

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Multiclassing

  • There are prerequisites to multiclassing (that can be waived by the GM) requiring the character to have certain stats to be 13
  • You only gain some of the proficiencies from the class you multiclass into
  • If features are shared between the classes they don’t stack like the Unarmored Defense ability of the Barbarian and Monk or Extra Attack
  • Spell slots are determined by adding all the slots from all the classes you have multi classed into
    • You don’t get more spell slots when multiclassing but more spells

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The Martial Classes (1/2)

  • Barbarian: (d12)
    • An unarmored warrior that channels their rage and passion to become “Enraged” and receive the benefits of taking half damage from physical damage. Prioritize the body stats to be effective in battle.
    • Additionally while unarmored they benefit from an Unarmored Bonus and can move faster/
    • Rage differs from subclass to subclass such as being able to shoot lightning, take half damage from EVERYTHING (except psychic), doing bonus damage, etc.
  • Fighter: (d10)
    • A versatile warrior that make use of armor and weapons with the capability of attacking more than any other class. Prioritizing all the body stats
    • Subclasses specializes in an aspect the fighter lacks such as magic or improving upon their combat prowess.

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The Martial Classes (2/2)

  • Monk: (d8)
    • They’re able to harness the energy of Ki that flows through their bodies in order to attack or defend. They’re able to stun enemies and grabs arrows mid-air. Prioritize Dexterity and Wisdom.
    • Subclasses improve upon these Ki abilities such as using unique magic or improving on Ki.
    • They get the Evasion ability helping with avoiding magical attacks.
  • Rogue: (d8)
    • Specifically make use of sneaking around and doing an incredible amount of damage. They prioritize Dexterity with subclasses improving upon their Sneak Attack ability and stealth.
    • They’re adept at being slippery in all situations being able to evade most magical attacks with ease and having expertise in any skill they’re already proficient in.
    • At higher levels they can detect Invisible creatures and have a greater defense against mind attacks.

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The Spellcaster Classes (1/2)

  • Bard (d8)
    • Is able to weave magic through the use of traditional verbal components and music. Capable of inspiring others to give bonuses to dice rolls and serve as a jack of all trades spellcaster able to take spells from other classes and take more proficiencies than other classes.
    • Uses Charisma as their spell casting ability.
  • Cleric (d8)
    • Serve as the mediums between the mortal plane specially chosen by the god for their service or for being the embodiment of the god.
    • Uses Wisdom as her spellcasting ability and have different spells depending on what domain they serve in.
  • Druid: (d8)
    • They are the extensions of nature’s will and wrath with various subclasses reflecting different aspects of nature such as the land, moon, and beasts. Capable of shapeshifting and utilizes nature based magics.
    • Uses Wisdom as their spellcasting ability.

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The Spellcaster Classes (2/2)

  • Sorcerer: (d6)
    • Their power come from a magical origin whether they’ve been blessed by a Dragon or favored by a divine being. They have the ability to customize and manipulate their magic such as casting it silently or duplicating it such as Counterspell.
    • Use Charisma as their spellcasting ability.
  • Warlock: (d8)
    • They make a contract with an Otherworldly Patron that could be a fiendish devil or an eldritch being or even a cunning fae. They’re constricted to casting spells up to level 5, but are the most customizable class with the least amount of spells available to a full caster.
    • Use Charisma as their spellcasting ability.
  • Wizard: (d6)
    • They are the learned scholars specializing in a school of magic excelling in certain field such as Transmutation or Divination with unique abilities.
    • Use Intelligence as their spellcasting ability.
  • Artificer: (UA) (d8)
    • The equivalent of magical engineers that learn to channel magic through objects being able to create magic-infused items for your own use such as magical flamethrowers or creating a metal beast companion.
    • They use Intelligence as their spellcasting ability.

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The Hybrid Classes (1/2)

  • Paladin (d10)
    • A combination of the Fighter and Cleric classes making use of fighting styles supplemented with adding bonus “Smite” damage to any attacks that hit. They’re considered to be “Half-Casters” as they have access to magic. Prioritizes the body stats of Constitution and Strength/Dexterity with the spellcasting ability of Charisma
    • Paladins take up different Oaths for their subclasses which determine how they act accordingly whether it be evil or good. Oaths determine special abilities and what magic they have access to.
  • Ranger (d10)
    • A combination of the Fighter and Druid classes capable of being close-combat fighters or archers that make use of nature based magic using Wisdom for their spellcasting ability. They specialize in being familiar with certain terrains and specific monsters to get bonuses.

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The Hybrid Classes (2/2)

  • Blood Hunter (UA) (d10)
    • A martial Fighter class combining the arcane powers of the Wizard. They however don’t usually make use of magical spells, but dark magic abilities allowing them to sacrifice their Health in order to use them such as imbuing their weapons with the elements or cursing their enemies.
    • There is only one subclass the “Order of the Profane Soul” that provides magic with a spellcasting ability of Intelligence. Other subclasses of the Bloodhunter expand on their dark powers.
      • Order of the Ghostslayer allows for additional uses of curses.
      • Order of the Profane Soul allows spellcasting
      • Order of the Lycan taps into Werewolf abilities
      • Order of the Mutant allows personal use of magical potions

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ASIs and Feats

  • 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.
  • At certain levels, your class gives you the Ability Score Improvement feature that allows you to assign a 2 points between a stat or stats
    • This varies from class to class
    • Fighter and Rogue get the most
  • 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.
  • 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.

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Section 3: Spellcasting & Magic

  • Full Casters
    • Druids (26 maximum)
    • Bards (26 maximum)
    • Clerics (27 maximum)
    • Wizards (27 maximum)
    • Sorcerers (21 maximum)
  • Pact Magic Casters
    • Warlocks (4 maximum)
  • Half Casters
    • Paladins (15 maximum)
    • Ranger (11 maximum)
    • Bloodhunter (13 Maximum)
  • Third Caster
    • Arcane Trickster Subclass (13 maximum)
    • Eldritch Knight Subclass (13 maximum)

Full casters get the most mana or “spell slots” meaning they can cast the most spells. Half-casters get half of the spell slots while third casters get a third of these slots.

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Spell Types

  • Cantrips are small spells that can be used infinitely
  • Concentration spells means one must focus on that spell and can’t cast another concentration spell
    • Can’t concentrate on 2 spells
    • To maintain focus when taking damage make a DC 10 or half damage taken (whatever is higher)
  • Ritual spells can be casted
    • Takes up 10 minutes to cast
    • Doesn’t expend a spell slot
    • Can’t be casted at a higher level

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Spell Components

  • Verbal Component
    • The chanting of mystic words, sounds with specific pitch and resonance
    • A spell with a Verbal part can’t be casted when silenced
  • Somatic Component
    • Include a forceful gesticulation or hand gesture
    • One hand must be free to perform this
  • Material Component
    • Some spells require particular objects to be used
    • Can be replaced with a Component Pouch or Spellcasting focus such as a wand or staff

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Uses of Spellcasting

  • Cantrips are level 0 spells that can be used indefinitely and you can keep casting it. Spell attack increase in power at levels 5, 11, and 17.
  • Utility spells are spells that don’t do immediate damage, but act in place of tools or are generally useful such as Mending, Prestidigitation, and Minor Illusion.
  • Attack spells such as Fireball and Lightning Bolt have certain elements attached to them which can be affected by a creature’s vulnerabilities and resistances. Most attack spells can be casted at a higher consuming a higher level spell slot however.
  • Typically spell increase in intensity the higher the level going from 1 to 9.

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Schools of Magic

  1. Abjuration
  2. Conjuration
  3. Divination
  4. Enchantment
  5. Evocation
  6. Illusion
  7. Necromancy
  8. Transmutation

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Section 4: Races

The Common Races are:

  1. Dragonborns
  2. Dwarves
  3. Elves
  4. Gnomes
  5. Half-Elves
  6. Half-Orcs
  7. Halflings
  8. Humans
  9. Tieflings

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Monster Races

  1. Bugbear
  2. Centaur
  3. Goblin
  4. Hobgoblin
  5. Kobold
  6. Lizardfolk
  7. Minotaur
  8. Orc
  9. Yuan-Ti Pureblood
  1. Aarakocra
  2. Aetherborn
  3. Aasimar (Protector & Fallen/Scourge)
  4. Avem
  5. Changeling
  6. Firebolg
  7. Genasi (Air, Earth, Fire, Water)
  8. Gith (Githyanki & Githzerai)
  9. Goliath
  10. Kalashtar
  11. Kenku
  12. Khenra
  13. Kor
  14. Leonin
  15. Locathah
  16. Loxodon
  17. Merfolk
  18. Naga
  19. Satyr

Exotic Races

  1. Shifter (Beasthide, Longtooth, Swiftstride, Wildhunt)
  2. Simic Hybrid
  3. Tabaxi
  4. Tortle
  5. Triton
  6. Vampire
  7. Vedalken
  8. Viashino
  9. Warforged (Standard, Envoy, Juggernaut, Skirmisher)

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Section 5: Alignments

  • Are an rough summary of how your character responds to situations.
  • Lawful typically describes conforming to the rules of society or its norms.
  • Neutral describes no preference for either Lawful Order or Chaotic Disorder.
  • Chaotic shows a disregard for social norms and expectations. They’re considered to be free spirits that act in and out of the natural or societal order.

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Section 6: Dice

  • Damage Dice
    • d4: typically the smallest weapons such as daggers or Unarmed Strikes
    • d6: medium weapons such as short swords, shortbows, and maces
    • d8: larger weapons such as longswords, rapiers, longbows
    • d10: rarely used dice, typically for halberds and pike weapons
      • d00: used for probability on a scale of 00-99
    • d12: rarely used dice for large weapons such as great axes
  • Attack Rolls, Saving Throws, Skill & Ability Checks,
    • d20

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Damage Dice

Once an attack hits, you can now roll for Damage. This would be a dice THAT ISN’T A d20. A d20 is only used to see IF YOU HIT, pass a SAVING THROW, or pass an ABILITY CHECK.

Examples:

  • Maul (2d6)
  • Longsword (1d8)
  • Shortsword (1d6)
  • Dagger (1d4)
  • Acid Splash (1d6)
  • Chill Touch (1d8)
  • Fireball (8d6)
  • Lightning Bolt (8d6)
  • Spiritual Weapon (1d8)
  • Snilloc’s Snowball Swarm (3d6)

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Rolling a Natural 20 and a Natural 1

  • When rolling for skill checks in and out of combat, a natural 20 isn’t an automatic success nor is a natural 1 an automatic failure
  • In combat, rolling a natural 20 is an automatic hit that’s considered a “Critical Hit” meaning that either all damage is doubled or all the dice are doubled depending on the table.
  • In combat, rolling a natural 1 is an automatic miss no matter your bonus modifier to the roll.
    • Outside of combat, a 1 isn’t a failure, but usually would be a failure given its lower score

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Section 7: Combat

  1. Armor Class
  2. Proficiency & Proficiency Bonus
  3. Actions & Bonus Actions
  4. Saving Throws
  5. Conditions
  6. Environmental Effects
  7. Movement
  8. Damage Types
  9. Challenge Rating

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Armor Class

  • Determines whether or not damage is done to a person or thing
  • Depending if armor is worn, a creature’s Armor Class can get a Dexterity Bonus from their stat
  • Your armor class doesn’t reduce any damage unless specifically listed as providing a “Resistance”
  • An attacker rolling a 7 against the armor of 10 would not hit, 7<10
  • An attacker rolling a 7 against the armor of 10 with a +3 bonus would hit, 10=10
  • An attacker rolling a 7 against the armor of 10 with a +5 bonus would hit, 12>10

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Proficiencies and Bonuses

  • Can refer to whether what proficiency you have with a weapon and if your “Proficiency Bonus” is added (which levels up with you at 5, 9, 13 , and 17) along with the stat that corresponds with the weapon
    • Everyone can their stat bonuses to Simple Weapons, but not proficiency
  • Strength Weapons: Battleaxe, Club, Dagger, Dart, Flail, Glaive, “Great” weapons, Longsword, Mace, Maul, Morningstar, Pike, Staffs, Short swords, etc.
  • Dexterity Weapons: Blowgun, Dagger, Dart, Crossbows, Bows & Arrows, Net, Short swords, Sling, Whips

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Actions

  • Grapple: . Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use)
  • Help: Give advantage on a person’s ability check (Before it’s done) or give advantage by distracting the nearby target
  • Hide: make a Stealth check to attempt to hide and be unseen
  • Improvise: An action not covered in the rules like breaking down doors, intimidating enemies, sensing weaknesses,etc.
  • Ready: If statement on taking an action- “If he acts (this way), I react (that way)”
  • Search: take your turn to make a Perception or Investigation check
  • Shove: make an opposed Athletics vs Acrobatics Check to push someone

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Actions

  • Use an Object: To use an object while doing something else (Using magical potions or items unless otherwise stated)
  • Movement: movement doesn’t take up or end your turn. Different character and monster have different rates of movement
    • Can be affected by their class, race, a feat or magical items
  • Attack: attacking a creature
  • Cast a Spell: casting the spell
  • Dash: doubling speed for their turn
  • Disengage: movement doesn’t provoke opportunity attack
  • Dodge: all attack have disadvantage until your next turn and you have advantage on all Dexterity Saving Throws

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Bonus Actions

  • Two-Weapon Fighting
    • Attack a second time with your weapon without its proficiency bonus
  • Spellcasting
    • Certain spells specify whether it can be casted as a bonus action such as Misty Step or Spiritual Weapon
  • Class Features
    • Bardic Inspiration (Bard): Give a single bonus to a creature to ONE ability check, attack roll, or saving throw. The bonus can be used at anytime for 10 minutes, but before the outcome of the roll
    • Rage (Barbarian): Up to 1 minute, half physical damage
    • Second Wind (Fighter): Restore health relative to your Fighter Level
    • Unarmed Strike (Monk): Make an unarmed attack as a bonus action
    • Metamagic & Sorcery Points (Sorcerer): Use sorcery points to gain additional spell slots or modify the effects of spells
    • Cunning Action (Rogue)- Gives the ability to Dash, Disengage, or Hide as a Bonus Action

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Reactions

  • Everyone has a single reaction per turn as specified by general abilities and skills
  • Opportunity Attacks
    • You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
  • Readied Action (Part of your Ready Action)
    • Referring to Readying an Action
    • For example: “If he goes to make a run for it I will tackle him to the ground”
  • Casting a Spell:
    • Some spells are specified under the Reaction time

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Saving Throws

A saving throw--also called a save--represents an attempt to resist a spell, 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.

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.

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.

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 spell is determined by the caster’s spellcasting ability and proficiency bonus.

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.

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Saving Throws

It’s a save to resist a spell, a trap, a poison, a disease, or similar threat. All classes have proficiencies in 2 Saving Throws.

  • Strength
    • Gust, Entangle
  • Dexterity ***
    • Ex: Fireball, Lightning Bolt
  • Constitution
    • Poisons, Diseases
  • Intelligence
    • Consume Mind, Feeblemind
  • Wisdom
    • Detect Thoughts, Dominate Person
  • Charisma
    • Banishment, Ghost Possession

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Saving Throws by Class

  • Artificer: Con, Int
  • Barbarian: Str, Con
  • Bloodhunter: Dex, Int
  • Bard: Dex, Cha
  • Cleric: Wis, Cha
  • Druid: Int, Wis
  • Fighter: Str, Con
  • Monk: Str, Dex
  • Paladin: Wis, Cha
  • Ranger: Str, Dex
  • Rogue: Dex, Int
  • Sorcerer: Con, Cha
  • Warlock: Wis, Cha
  • Wizard: Int, Wis

Monks and Rogues get the Evasion ability where they can avoid all damage on a Dexterity Saving Throw but would ½ damage if they fail.

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Death Saving Throws

Roll a Death Saving Throw whenever you have 0 health. There are no bonuses applied to this death saving throw. Healing magic can save your as long it can heal 1 hit point.

Rolling a 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

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Conditions

  • Blinded: fail all sight checks, disadvantage on attacks, attacks have advantage on you
  • Charmed: you can’t attack a charmer, the charmer has adcvantage on Charisma checks on you
  • Deafened: automatically fail on hearing checks
  • Exhaustion: You can reduce your exhaustion level by 1 provided also had some food and drink
    • Level 1: Disadvantage on ability checks
    • Level 2: Speed halved
    • Level 3: Disadvantage on attack rolls and saving throws
    • Level 4: Hit point maximum halved
    • Level 5: Speed reduced to 0
    • Level 6: Death
  • Frightened: Disadvantage on ability checks and attack rolls while the source of your fear is within line of sight, BUT you can’t move closer to the source of fear

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Conditions

  • Invisible: You are heavily obscured from everyone else, have advantage on attack rolls, attacks rolls AGAINST you have disadvantage
  • Paralyzed: You are incapicitated, move or speak, attacks have advantage, all melee attacks are a Critical Hit, auto fail all Str and Dex saving throws
  • Petrified: Weight is times by 10, considered incapiciatated, can’t move or speak, resistance to all damage, auto fail Str and Dex saving throws, immune to disease and poison (poisons and diseases are suspended NOT neutralized)
  • Poisoned: Disadvantage on attack rolls and ability checks
  • Prone: Have to spend movement to stand up, disadvantage on attack rolls,
    • melee attack rolls have advantage on you, but other attacks have disadvantage on you

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Conditions

  • Grappled: Your speed becomes 0, the grappler is considered incapitacted meaning they can’t take actions or reactions
  • Incapacitated: you are unable to take actions or reactions
  • Restrained: Speed is 0, disadvantage on attack, attacks on you have advantage, disadvantage on Dex saving throws
  • Stunned: Considered incapiticated, can’t move, can speak weakly, attacks have advantage on you, automatically fail Str and Dex saving throws
  • Unconscious: Considered incapiticated, can’t move or speak, unaware of your surroundings, attacks have advantage, melee attacks are a Critical Hit on you, you automatically fail Str and Dex saving throws

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Environmental Effects

  • Obscurity of Vision
    • Lightly obscured (Disadvantage on Perception)
    • Heavily Obscured (Blind)
  • Illumination
    • Bright light (Normal vision)
    • Dim Light (Lightly obscured)
    • Darkness (Heavily obscured)
  • Perception
    • Blindsight (Perceive without sight)
    • Darkvision (limited vision in darkness)
    • Truesight (See in darkness through invisibility, detect illusions, perceive the true form of a shapechanger)
  • Cover
    • Half cover: +2 AC and Dex Throws
    • ¾ Cover: +5 AC and Dex Throws
    • Full cover: can’t be targeted by an attack or a spell

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Unseen Attackers & Targets

  • Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
  • 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.
  • 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

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Movement

  • You move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
  • While climbing or Swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or Swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check.
  • 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 life- threatening situation.
  • The following rules determine how far a character or monster can move in a minute, an hour, or a day.

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Movement in Jumping

  • Your Strength determines how far you can jump.
  • Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
    • This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
    • When you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
  • High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
    • You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

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Damage Types

There are the physical damage types

  • Bludgeoning
  • Piercing
  • Slashing

Magical damage types: Certain creatures have resistances meaning they take ½ damage from the attack (such as Tieflings that have fire resistance).

  • Acid
  • Cold
  • Fire
  • Force
  • Lightning
  • Necrotic (Unholy)
  • Poison
  • Psychic
  • Radiant (Holy)
  • Thunder (Sound)

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Challenge Rating

The basic gist of it is that a party of 4 PCs should be able to kill a monster with a CR of their level with no losses, but moderate difficulty. It's not quite clear cut though when you use monsters that are designed to work together and/or at lower levels.

A CR 10 monster means 4 players that are all Level 10 should be able to defeat it with a fair difficulty.

A CR ¼ monster means 1 player that is level 1 should be able to defeat it with fair difficulty

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