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dnd rules (srd 2014)

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dnd rules (srd 2014)

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srd 5.1

Book settings
  1. #1Races

    Keys: Age, Speed, Racial Traits, Alignment, Languages, Races, Subraces, Size

    Enabled · After character · Order 10 · 100%

    Entry settings

    Races

    Racial Traits 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. Ability Score Increase Every race increases one or more of a character's ability scores.

    Age 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.

    Alignment 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.

    Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in "Equipment."

    Speed Your speed determines how far you can move when traveling ("Adventuring") and fighting ("Combat").

    Languages By virtue of your race, your character can speak, read, and write certain languages.

    Subraces 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.

  2. #2Hit Points and Hit Dice

    Keys: Hit Dice, Hit Points

    Enabled · After character · Order 10 · 100%

    Entry settings

    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. 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 h

  3. #3Proficiency Bonus

    Keys: , Proficiency Bonus

    Enabled · After character · Order 10 · 100%

    Entry settings

    Your proficiency bonus is always based on your total character level, as shown in the 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

  4. #4Proficiencies

    Enabled · After character · Order 10 · 100%

    Entry settings

    When you gain your first level in a class other than your initial class ,you gain only some of new class's starting proficiencies as shown in the Multiclassing Proficiencies table. Multiclassing Proficiencies: Class: (1) Barbarian. (2) Bard. (3) Cleric. (4) Druid. (5) Fighter. (6) Monk. (7) Paladin. (8) Ranger. (9) Rogue. (10) Sorcerer. (11) Warlock. (12) Wizard.

    Proficiencies Gained: (1) Shields, simple weapons, martial weapons. (2) Light armor, one skill of your choice, one musical instrument of your choice. (3) Light armor, medium armor, shields. (4) Light armor, medium armor, shields. (5) Light armor, medium armor, shields, simple weapons, martial weapons. (6) Simple weapons, shortswords. (7) Light armor, medium armor, shields, simple weapons, martial weapons (8) Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list. (9) Light armor, one skill from the class’s skill list, thieves’ tools. (10) Nothing. (11) Light armor, simple weapons. (12) Nothing.

  5. #5Channel Divinity

    Keys: Channel Divinity

    Enabled · After character · Order 10 · 100%

    Entry settings

    If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity

  6. #6Armor Proficiency

    Keys: , Armor Proficiency

    Enabled · After character · Order 10 · 100%

    Entry settings

    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 spells.

  7. #7Armor Class (AC)

    Keys: Heavy Armor, Armor Class, Stealth, Shields, AC

    Enabled · After character · Order 10 · 100%

    Entry settings

    Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

    Heavy Armor: 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.

    Stealth: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

    Shields: 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.

  8. #8Feats

    Keys: , Feats

    Enabled · After character · Order 10 · 100%

    Entry settings

    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. 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.

  9. #9Ability Scores

    Keys: , Ability Scores

    Enabled · After character · Order 10 · 100%

    Entry settings

    Using Ability Scores Six abilities provide a quick description of every creature’s physical and mental characteristics: • Strength, measuring physical power • Dexterity, measuring agility • Constitution, measuring endurance • Intelligence, measuring reasoning and memory • Wisdom, measuring perception and insight • Charisma, measuring force of personality 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. 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.

  10. #10Time

    Keys: , Time

    Enabled · After character · Order 10 · 100%

    Entry settings

    n 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 minutes. 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.

    In a city or wilderness, a scale of hours 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.

    For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

    In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

  11. #11Movement

    Keys: Movement

    Enabled · After character · Order 10 · 100%

    Entry settings

    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.

    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.”

    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.

  12. #12Speed

    Keys: Speed

    Enabled · After character · Order 10 · 100%

    Entry settings

    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.

  13. #13Weapon Proficiency

    Keys: , Weapon Proficiency

    Enabled · After character · Order 10 · 100%

    Entry settings

    Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. 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.

    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.

  14. #14Weapon Properties

    Keys: , Weapon Properties

    Enabled · After character · Order 10 · 100%

    Entry settings

    Many weapons have special properties related to their use, as shown in the Weapons table.

    Ammunition 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. 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.

    Finesse 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.

    Heavy 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.

    Light A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Loading 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.

    Range 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.

    Reach 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.

    Special A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

    Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    Two-Handed This weapon requires two hands when you attack with it.

    Versatile This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

    Improvised Weapons Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

    Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

    An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

    Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

    Special Weapons Weapons with special rules are described here.

    Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

    Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

  15. #15Combat

    Keys: pvp, , fight, Combat

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Order of Combat A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of 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.

    Combat Step by Step Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised. Establish positions: The GM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. Roll initiative: Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns. Take turns. Each participant in the battle takes a turn in initiative order. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. Surprise 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.

    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.

    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.

    Initiative 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.

    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.

    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.

    Your Turn 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. The most common actions you can take are described in the “Actions in Combat” section. Many class features and other abilities provide additional options for your action.

    You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

    Bonus Actions Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

    Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move.

    You can communicate however you are able, through brief utterances and gestures, as you take your turn.

    You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

    If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

    The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

    Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

    Dodge 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 incapacitated (as explained in Conditions ) or if your speed drops to 0.

    Help 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.

    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.

    Hide 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 “Unseen Attackers and Targets” section.

    Ready 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. 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’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

    When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

    When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

    Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

    Use an Object You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

  16. #16Making an Attack

    Keys: , pvp, fight, Combat, Attack

    Enabled · After character · Order 10 · 100%

    Entry settings

    Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

    Choose a target. Pick a target within your attack’s range: a creature, an object, or a location. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. Resolve the attack. 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. 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.

    Attack Rolls 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.

    Modifiers to the Roll 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.

    Ability Modifier: 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. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

    Proficiency Bonus: 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 spell.

  17. #17Resting

    Keys: Short Rest, Long Rest, Resting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Short Rest A short rest is a period of downtime, at least 15 minutes 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. 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.

    Long Rest 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 spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

    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.

    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.

  18. #18Conditions

    Keys: Conditions

    Enabled · After character · Order 10 · 100%

    Entry settings

    Conditions:

    Blinded A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. Charmed A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. Deafened A deafened creature can’t hear and automatically fails any ability check that requires hearing.

    Frightened A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear. Grappled A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition). 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 spell. Incapacitated An incapacitated creature can’t take actions or reactions. Invisible 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. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. Paralyzed A paralyzed creature is incapacitated (see the condition) and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Petrified 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. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned A poisoned creature has disadvantage on attack rolls and ability checks. Prone A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. Stunned A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Unconscious An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

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