# Introduction: Welcome to Adventure *This story began 50 years ago, and you're part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling. There'd never been anything like it: a game in which each player made their own fantasy character and teamed up with their friends to go on quests. One person served as the narrator and referee—the Dungeon Master—and did everything they could to challenge and delight the other players. That game was, of course, the first version of Dungeons & Dragons, and you're now reading its latest version.* *Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current edition in 2014, we were humbled by how many of you loved it. This revised version of it is a salute to all of you—those of you who've been playing D&D for years, those of you who've contributed to the game through your feedback, and those of you who are about to experience the joy of playing it for the first time.* *As a teenager, I met both Gary and Dave. I even spent an entire day with Gary, and we did what all D&D fans do: share stories about our adventures in the D&D multiverse. I invite you to embark on such adventures anew. Share as much laughter as you can with your friends. Use only the rules that serve your fun, and always follow your group's bliss. So many people have been enjoying the magic of D&D for half a century. Let's keep it blazing for another 50 years!*— Jeremy CrawfordAre you ready to embark on fantasy adventures with your friends? Dungeons & Dragons invites you to play imaginary adventurers who delve into dungeons and other perilous locations together, face fearsome foes such as dragons, and build friendships forged amid fantastical dangers. Fueled by imagination and rules, D&D invites you to adopt a fantasy persona—a mighty Fighter, a cunning Rogue, a faithful Cleric, a magical Wizard, or something else—and then solve problems, fight monsters, and visit wondrous places. There's no winning and losing in D&D, at least not the way those terms are usually understood. Together you and friends create an exciting story of adventurers who confront perils. Sometimes an adventurer might come to a tragic end. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the character's player might create a new character to carry on. No matter what happens, if everyone has a good time and creates a memorable story, they all win. ## What You Need Here's what you need to play D&D with one or more friends (a typical group has five people): - **Dungeon Master.** One person takes on the role of the Dungeon Master (DM), the game's lead storyteller and referee. The DM creates adventures for the players' characters, who navigate its hazards and decide which paths to explore. The DM also narrates what they experience and plays the friends and foes they meet along the way. Even though the DM challenges the adventurers, the DM always strives to delight the whole group. - **Players.** Each player creates an adventurer who teams up with the other players' adventurers. Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple, a lava-filled mountain, or another location described by the DM. The adventurers also solve puzzles, talk with other characters, battle fantastic monsters, and discover magic items and other treasure—all while supporting each other's fun. > ##### Learn by Watching > >A great way to learn the basics of D&D is to watch people play it. The Internet offers videos of D&D play that show off the tremendous range of possibilities the game offers. As you watch, pay attention to the ways that some players help make the game fun for everyone in their group. The only audience you need to entertain when you're playing D&D is yourself and your group. > You also need these resources, either in physical form or on DnDBeyond.co: ### Player's Handbook This book is your essential reference for the game's rules, and it guides you through making an adventurer of your own. ### Dungeon Master's Guide and Monster Manual The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. - **Dice.** You need a set of polyhedral dice (shown in *chapter 1*). You can find dice like these in game stores and from online retailers. Dice-rolling apps are also available. - **Character Sheet.** To keep track of important information about your character, you need a character sheet, which can be as simple as a piece of paper you write notes on or as feature-rich as a [https://www.dndbeyond.com/characters](digital record). The DM might also find these accessories useful: - **DM Screen.** Many DMs like to use a screen to shield their notes and dice rolls from players. It's bad manners to peek over the screen! - **Miniatures and Battle Grid.** Some DMs use a battle grid and miniatures to run combat encounters, since they help everyone visualize the action. A battle grid can be anything marked out in 1-inch squares, from disposable sheets of paper to poster maps. And miniatures range from simple tokens to detailed figurines. Online maps and miniatures are also available, including on [https://www.dndbeyond.com/games](DnDBeyond.com). ## Using This Book Here's what you'll find in this book: - **Chapter 1: Playing the Game.** The *first chapter* explains the fundamentals of the game, with examples to help you understand how to play. - **Chapter 2: Creating a Character.** *Chapter 2* walks you through the steps of character creation. - **Chapter 3: Character Classes.** Characters' capabilities are largely determined by class, such as Fighter or Wizard. *Chapter 3* offers twelve classes to choose from, along with forty-eight subclasses. - **Chapter 4: Character Origins.** Background and species are key elements in defining a character's origin, which further shapes the character's abilities beyond the choice of class. Background and species options are presented in *chapter 4*. - **Chapter 5: Feats.** The feats in *chapter 5* are special features that characters gain as part of their background and class. - **Chapter 6: Equipment.** Armor, weapons, and adventuring gear are found in *chapter 6*. - **Chapter 7: Spells.** This *chapter* contains descriptions of the spells that spellcasters can cast. - **Appendix A: The Multiverse.** *Here* you'll find an overview of the magical multiverse where D&D adventures take place. - **Appendix B: Creature Stat Blocks.** This *appendix* brims with game information for creatures that certain characters can befriend or transform into. - **Appendix C: Rules Glossary.** The game's main rules terminology is summarized in this *appendix*, making it an invaluable reference during play. ## Worlds of Adventure The worlds of D&D glimmer with magic, monsters, and spectacular adventure. Launching from a foundation of medieval fantasy, these worlds soar with possibilities beyond those of our reality. D&D worlds exist in a multiverse and are connected to one another and to other planes of existence. Some of the worlds have been published as official D&D settings, including the Greyhawk, Forgotten Realms, Dragonlance, Spelljammer, Planescape, Dark Sun, Eberron, and Ravenloft settings. Alongside these worlds are thousands more, created by generations of D&D players for their own games. Amid the richness of the multiverse, you might create a world of your own. The worlds of the multiverse share characteristics, but each world is set apart by its own history and geography. Your DM might set a campaign on one of these worlds or on a world of their own invention. Because there is so much variety among D&D worlds, check with your DM about the world of your upcoming adventures. > ##### What's new in the 2024 Version? > >This is the 2024 version of the fifth edition *Player's Handbook*. If you've read the *2014 version*, much of this book will feel familiar, since the fundamental rules of the game are the same. But the book contains many new or redesigned elements, and the versions of things in this book replace versions from older books. Here are highlights: > >- **Streamlined Rules:** The game's rules have been streamlined and are now supported by a *rules glossary*. >- **Easier Character Creation:** Using *chapter 2*, making a character is easier than ever before. >- **Enhanced Classes:** In *chapter 3*, every class and subclass has been enhanced with new options. >- **Reimagined Origins:** Explored in *chapter 4*, a character's origin is now defined by background and species, each of which has been redesigned. >- **Expanded Feats:** In *chapter 5*, feats have been redesigned, with many feats added. >- **Upgraded Weapons, Tools, and Crafting:** Mastery properties transform how weapon wielders use their weapons, and every character can enjoy new tool and crafting rules in *chapter 6*. >- **Dazzling Spells:** *Chapter 7* bursts with new spells and old ones that have been enhanced. >If you can't find a rule, check the index. If a rule's name has changed from what was printed in the 2014 *Player's Handbook*, the index points you to the new name. For example, if you look up Inspiration in the index, it points you to the rules for Heroic Inspiration in the rules glossary. > ------ # Chapter 1: Playing the Game ![While adventuring in the Dragonlance setting, the siblings Caramon Majere, Raistlin Majere, and Kitiara uth Matar provoke the rage of a wyvern](img/book/XPHB/000-01-013.opening-art.webp) Imagination is a key ingredient of Dungeons & Dragons, a cooperative game in which the characters that you roleplay embark on adventures together in fantasy worlds filled with monsters and magic. In D&D, the action takes place in the imaginations of the players, and it's narrated by everyone together. Here's a glimpse at what that looks like: - **Jared (as Dungeon Master):** After your long journey, Castle Ravenloft towers before you. Crumbling towers of stone—perhaps abandoned guardhouses—loom over the approach. Beyond them, you see a gaping chasm disappearing into deep fog below. A lowered drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond. - **Phillip (as Gareth):** I examine the gargoyles. I have a feeling they're not just statues! - **Maeve (as Mirabella):** I want to see how sturdy the drawbridge is. Do I think we can cross it, or is it going to collapse under our weight? - **Jared:** All right, one at a time. Phillip, Gareth's looking at the gargoyles? - **Phillip:** Yeah. Is there any hint they might be creatures and not just decorations? - **Jared:** Make an Intelligence check. - **Phillip:** Does my Investigation skill apply? - **Jared:** Sure! - **Phillip (rolling a d20):** Ugh. Seven. - **Jared:** They look like decorations to you. And Maeve, Mirabella is examining the drawbridge? The adventure continues from there, relying on the DM's descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: *social interaction*, *exploration*, and *combat*. > ##### Rules Glossary > >If you read a rules term in this book and want to know its definition, consult the rules glossary, which is *appendix C*. This chapter provides an overview of how to play D&D and focuses on the big picture. Many places in this chapter reference that glossary. > ## Player or DM? To play D&D, you need one person to be the Dungeon Master and other players (three to six are best) to play adventurers. Which role is right for you? ### Being a Player If you want to be one of the protagonists in your group's adventures, consider being a player. Here's what players do: - **Make a Character.** Your character is your alter ego in the fantasy world of the game. After you read this chapter, use the rules in *chapter 2* to create your character. - **Team Up.** Your character joins the other players' characters to form an adventuring party. These adventurers are allies who face challenges and fantastical situations together. Each character brings distinctive capabilities, which ideally complement those of the other characters. - **Venture Forth.** Your character's group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters you encounter, the DM isn't your adversary. The DM guides your party's journey as your characters become more powerful. ### Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here's what DMs do: - **Build Adventures.** You prepare the adventures that the players experience. In the Dungeon Master's Guide, you'll find advice for how to create adventures and even whole worlds. - **Guide the Story.** You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game's rules to determine the results of the adventurers' decisions. - **Adjudicate the Rules.** You oversee how the group uses the game's rules, making sure the rules serve the group's fun. You'll want to read the rest of this chapter to understand those rules, and you'll find the [[#Rules Glossary]] essential. ## Rhythm of Play The three main pillars of D&D play are [[#Social Interaction]], [[#Exploration]], and [[#Combat]]. Whichever one you're experiencing, the game unfolds according to this basic pattern: - **The Dungeon Master Describes a Scene.** The DM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). - **The Players Describe What Their Characters Do.** Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. - **The DM Narrates the Results of the Adventurers' Actions.** Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the DM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations—particularly combat—the action is more structured, and everyone takes turns. > ##### Exceptions Supersede General Rules > >General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. > >The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule. > ## An Ongoing Game Sometimes a session of D&D is a complete game in itself (often called a "one-shot"), where you play a short adventure that lasts for just one session. More often, though, D&D sessions are connected in a longer adventure that takes several sessions to complete, and adventures can be strung together into a larger narrative called a campaign. A campaign is like a TV series, while an adventure is like a season of the series. And a game session is like a single episode—it might be self-contained, but it usually links to the larger plot if there is one. ### Adventures An adventure might be created by the Dungeon Master or purchased (the examples of play in this chapter are inspired by a published adventure, *Curse of Strahd*). In either case, an adventure features a fantastic setting, such as an underground dungeon, a wondrous wilderness, or a magic-filled city. It includes a cast of nonplayer characters controlled by the DM. Often one of the NPCs is a villain whose agenda drives much of an adventure's action. During an adventure, the adventurers explore environments, events, and creatures presented by the DM. Battles, traps, negotiations, mysteries, and more arise during these explorations. Adventures vary in length and complexity. A short adventure might present only a few challenges and take only one session to complete. A long adventure might involve many combats, interactions, and other challenges and take dozens of sessions. ### Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DM's creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the *Dungeon Master's Guide*). ## Dice Dice add randomness to the game. They help determine whether characters and monsters are successful at the things they attempt. ![From left to right: {@dice D4}, {@dice D6}, {@dice D8}, {@dice D10} (ones digit), {@dice D10} (tens digit), {@dice D12}, {@dice D20}](img/book/XPHB/001-01-002.dice.webp) > ##### Round Down > >Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. > ### Dice Notation The dice used in D&D are referred to by the letter *d* followed by the die's number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many games use). The illustration on this page shows what each die looks like. When you need to roll dice, the rules tell you how many dice to roll of a certain type, along with any numbers to add or subtract. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and add 5 to the total. #### Percentile Dice The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. #### D3 The same *d* notation appears in the expression "1d3," even though it's rare to find dice with only three sides. To simulate rolling 1d3, roll 1d6 and divide the number rolled by 2 (round up). ### What Are Dice For? Here are the most common uses of dice in D&D. #### D20 Test The 20-sided die (d20) is the most important die you'll use in the game. It's central to the core mechanic—called D20 Tests—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see "*D20 Tests*" later in this chapter). You roll a d20 whenever your character tries to do something that the DM decides has a chance of both success and failure. The higher your roll, the more likely it is that you succeed. #### Damage The most common use for dice other than the d20 is to determine damage. When you make a successful attack roll (one kind of D20 Test), you roll damage to see how effective the attack is. When you cast a spell, you might also roll damage. Different weapons and spells use different dice for damage. For example, a *Dagger* uses 1d4, a *Greataxe* uses 1d12, and a *Fireball* spell uses 8d6. #### Random Tables Occasionally, you'll see a table that uses a die roll to generate a random result. On these tables, you'll see a die expression, such as d10 or d100, in the header of the leftmost column. Roll that die, and find the number you rolled (or a range containing that number) in that column. Read across that row for the result. For example, the [[#Trinkets]] in *chapter 2* uses a d100. #### Percentage Chances Sometimes you might see a rule describing a percentage chance of something happening. For example, a rule might say there is a 5 percent chance of something happening. You can determine whether that thing happens by rolling percentile dice; if the roll is equal to or less than the percentage chance (a 01 to 05, in this example), it happens. > ##### Interpreting Die Rolls in the Story > >Part of the fun of D&D is interpreting what die rolls mean in the story. The randomness that dice bring often introduces the unexpected: an expert fails, a novice succeeds, or any number of other twists. When a D20 Test or another roll produces a surprise, the Dungeon Master often gives a fun description of what happened. If you're a player, look for opportunities to interpret your character's die rolls and describe why things unfolded unexpectedly or even humorously. > ## The Six Abilities All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table. ##### Ability Descriptions | Ability | Score Measures... | |--------------|-------------------------------------| | Strength | Physical might | | Dexterity | Agility, reflexes, and balance | | Constitution | Health and stamina | | Intelligence | Reasoning and memory | | Wisdom | Perceptiveness and mental fortitude | | Charisma | Confidence, poise, and charm | ### Ability Scores Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean. ##### Ability Scores | Score | Meaning | |:-----:|-------------------------------------------------------------------------------------------------------------------| | 1 | This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. | | 2–9 | This represents a weak capability. | | 10–11 | This represents the human average. | | 12–19 | This represents a strong capability. | | 20 | This is the highest an adventurer's score can go unless a feature says otherwise. | | 21–29 | This represents an extraordinary capability. | | 30 | This is the highest a score can go. | ### Ability Modifiers Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in "*D20 Tests*"). An ability modifier is derived from its score, as shown in the Ability Modifiers table. ##### Ability Modifiers | Score | Modifier | |:-----:|:--------:| | 1 | −5 | | 2–3 | −4 | | 4–5 | −3 | | 6–7 | −2 | | 8–9 | −1 | | 10–11 | +0 | | 12–13 | +1 | | 14–15 | +2 | | 16–17 | +3 | | 18–19 | +4 | | 20–21 | +5 | | 22–23 | +6 | | 24–25 | +7 | | 26–27 | +8 | | 28–29 | +9 | | 30 | +10 | ## D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: [[#Ability Checks]], [[#Saving Throws]], and [[#Attack Rolls]]. They follow these steps: - **Roll 1d20.** You always want to roll high. If the roll has Advantage or Disadvantage (described *later in this chapter*), you roll two d20s, but you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage. - **Add Modifiers.** Add these modifiers to the number rolled on the d20: - **The Relevant Ability Modifier.** This chapter and the *rules glossary* explain which ability modifiers to use for various D20 Tests. - **Your Proficiency Bonus If Relevant.** Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See "*Proficiency*" later in this chapter. - **Circumstantial Bonuses and Penalties.** A class feature, a spell, or another rule might give a bonus or penalty to the die roll. - **Compare the Total to a Target Number.** If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Dungeon Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC), which appears on a character sheet or in a stat block. ![A {@variantrule D20 Test|XPHB} can result in a dramatic success, a simple accomplishment, or a catastrophe](img/book/XPHB/002-01-003.d20-test.webp) ### Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result. #### Ability Modifier An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use. ##### Ability Check Examples | Ability | Make a Check To... | |--------------|------------------------------------------------------------| | Strength | Lift, push, pull, or break something | | Dexterity | Move nimbly, quickly, or quietly | | Constitution | Push your body beyond normal limits | | Intelligence | Reason or remember | | Wisdom | Notice things in the environment or in creatures' behavior | | Charisma | Influence, entertain, or deceive | #### Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill. See "*Proficiency*" later in this chapter for more information about skill and tool proficiencies. #### Difficulty Class The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. ##### Typical Difficulty Classes | Task Difficulty | DC | |-------------------|:---:| | Very easy | 5 | | Easy | 10 | | Medium | 15 | | Hard | 20 | | Very hard | 25 | | Nearly impossible | 30 | ### Saving Throws A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don't normally choose to make a save; you must make one because your character or a monster (if you're the DM) is at risk. A save's result is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save without rolling. #### Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. ##### Saving Throw Examples | Ability | Make a Save To... | |--------------|--------------------------------| | Strength | Physically resist direct force | | Dexterity | Dodge out of harm's way | | Constitution | Endure a toxic hazard | | Intelligence | Recognize an illusion as fake | | Wisdom | Resist a mental assault | | Charisma | Assert your identity | #### Proficiency Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See "*Proficiency*" later in this chapter. #### Difficulty Class The Difficulty Class for a saving throw is determined by the effect that causes it or by the DM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC. ### Attack Rolls An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in "*Combat*" later in this chapter, but the DM might also ask for an attack roll in other situations, such as an archery competition. #### Ability Modifier The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. ##### Attack Roll Abilities | Ability | Attack Type | |-----------|----------------------------------------------------------------------------------------------------------------------| | Strength | Melee attack with a weapon or an Unarmed Strike | | Dexterity | Ranged attack with a weapon | | Varies | Spell attack (the ability used is determined by the spellcaster's spellcasting feature, as explained in *chapter 7*) | Some features let you use different ability modifiers from those listed. For example, the Finesse property (see *chapter 6*) lets you use Strength or Dexterity with a weapon that has that property. #### Proficiency Bonus You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See "*Proficiency*" later in this chapter for more information about weapon proficiencies. #### Armor Class A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see *chapter 2*), whereas the AC of a monster appears in its stat block. ***Calculating AC.*** All creatures start with the same base AC calculation: **Base AC** = 10 + the creature's Dexterity modifier A creature's AC can then be modified by armor, magic items, spells, and more. ***Only One Base AC.*** Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature. #### Rolling 20 or 1 If you roll a 20 on the d20 (called a "natural 20") for an attack roll, the attack hits regardless of any modifiers or the target's AC. This is called a Critical Hit (see "*Combat*" later in this chapter). If you roll a 1 on the d20 (a "natural 1") for an attack roll, the attack misses regardless of any modifiers or the target's AC. ### Advantage/Disadvantage ![If you have Advantage, use the 18 If you have Disadvantage, use the 3](img/book/XPHB/003-01-004.advantage-disadvantage.webp) Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The DM can also decide that circumstances grant Advantage or impose Disadvantage. #### Roll Two D20s When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18. #### They Don't Stack If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage. #### Interactions with Rerolls When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them. > ##### Heroic Inspiration > >Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. > >***Only One at a Time.*** You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it. >***Gaining Heroic Inspiration.*** Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing. >Other rules might allow your character to gain Heroic Inspiration independent of the DM's decision. For example, Human characters start each day with Heroic Inspiration. ## Proficiency Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in *chapter 2*). A monster's Proficiency Bonus is based on its Challenge Rating. The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. ##### Proficiency Bonus | Level or CR | Bonus | |:-----------:|:-----:| | Up to 4 | +2 | | 5–8 | +3 | | 9–12 | +4 | | 13–16 | +5 | | 17–20 | +6 | | 21–24 | +7 | | 25–28 | +8 | | 29–30 | +9 | ### The Bonus Doesn't Stack Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once. ### Skill Proficiencies Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see *"Actions"* later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the DM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus. #### Skill List The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to. ##### Skills | Skill | Ability | Example Uses | |-----------------|--------------|---------------------------------------------------------------------------| | Acrobatics | Dexterity | Stay on your feet in a tricky situation, or perform an acrobatic stunt. | | Animal Handling | Wisdom | Calm or train an animal, or get an animal to behave in a certain way. | | Arcana | Intelligence | Recall lore about spells, magic items, and the planes of existence. | | Athletics | Strength | Jump farther than normal, stay afloat in rough water, or break something. | | Deception | Charisma | Tell a convincing lie, or wear a disguise convincingly. | | History | Intelligence | Recall lore about historical events, people, nations, and cultures. | | Insight | Wisdom | Discern a person's mood and intentions. | | Intimidation | Charisma | Awe or threaten someone into doing what you want. | | Investigation | Intelligence | Find obscure information in books, or deduce how something works. | | Medicine | Wisdom | Diagnose an illness, or determine what killed the recently slain. | | Nature | Intelligence | Recall lore about terrain, plants, animals, and weather. | | Perception | Wisdom | Using a combination of senses, notice something that's easy to miss. | | Performance | Charisma | Act, tell a story, perform music, or dance. | | Persuasion | Charisma | Honestly and graciously convince someone of something. | | Religion | Intelligence | Recall lore about gods, religious rituals, and holy symbols. | | Sleight of Hand | Dexterity | Pick a pocket, conceal a handheld object, or perform legerdemain. | | Stealth | Dexterity | Escape notice by moving quietly and hiding behind things. | | Survival | Wisdom | Follow tracks, forage, find a trail, or avoid natural hazards. | #### Determining Skills A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block. > ##### Skills with Different Abilities > >Each skill proficiency is associated with an ability check. For example, the Intimidation skill is associated with Charisma. In some situations, the DM might allow you to apply your skill proficiency to a different ability check. For example, if a character tries to intimidate someone through a show of physical strength, the DM might ask for a Strength (Intimidation) check rather than a Charisma (Intimidation) check. That character would make a Strength check and add their Proficiency Bonus if they have Intimidation proficiency. > ### Saving Throw Proficiencies Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault. ### Equipment Proficiencies A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: - **Weapons.** Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. - **Tools.** If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have Proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check. ## Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in the *rules glossary*. ##### Actions | Action | Summary | |-----------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Attack | Attack with a weapon or an Unarmed Strike. | | Dash | For the rest of the turn, give yourself extra movement equal to your Speed. | | Disengage | Your movement doesn't provoke Opportunity Attack for the rest of the turn. | | Dodge | Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0. | | Help | Help another creature's ability check or attack roll, or administer first aid. | | Hide | Make a Dexterity (Stealth) check. | | Influence | Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude. | | Magic | Cast a spell, use a magic item, or use a magical feature. | | Ready | Prepare to take an action in response to a trigger you define. | | Search | Make a Wisdom (Insight, Medicine, Perception, or Survival) check. | | Study | Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check. | | Utilize | Use a nonmagical object. | Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to make, if any. ### One Thing at a Time The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in "*Combat*" later in this chapter. Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action). ### 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, a spell, or another 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 if 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. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action. ### 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, described *later in this chapter*, 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. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise. > ##### What Would Your Character Do? > >Ask yourself as you play, "What would my character do?" Playing a role involves some amount of getting into another person's head and understanding what motivates them and how those motivations translate into action. In D&D, those actions unfold against the backdrop of a fantastic world full of situations we can only imagine. How does your character react to those situations? > >This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends. > ## Social Interaction ![Characters lay on the charm while bartering for magic items with a green hag](img/book/XPHB/004-01-005.adventurers-bartering.webp) During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in the *rules glossary*. Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks. ### Roleplaying Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach, each of which is described in "*Social Interaction Example.*" The DM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the DM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail. ### Ability Checks Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the DM wants dice to play a role in determining an NPC's response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion. ### Social Interaction Example ![](img/book/XPHB/005-01-006.social-interaction-example.webp) In this scene, players engage in a social interaction encounter. You and your group determine how similar scenes play out in your adventures. *Four adventurers—Shreeve, Mirabella, Auro, and Gareth—have traveled to the Blood on the Vine tavern in the grim village of Barovia*. - **Jared (as DM):** This tavern might have been finely appointed once, but it has grown shoddy with the passage of years. A blazing fire in the hearth barely gives any warmth to the room. You see a man behind the counter, methodically cleaning glasses. Three older women huddle together at one table. And a handsome young man sits by himself at a corner table, sipping a glass of wine. He looks up as you enter, but the other people ignore you. "Welcome to Barovia," he says. He holds a coin toward the bartender: "A pitcher for the visitors." The glint of silver catches the server's attention. - **Maeve (as Mirabella):** "Thank you, friend. May we know to whom we're indebted?" - **Jared:** "I am Ismark Kolyanovich, though around here, I am often called Ismark the Lesser." - **Russell (as Shreeve):** "That's unfortunate." - **Jared:** "Indeed. I hope one day to live up to my father's example and rid myself of that title. And so, my new friends, who are you?" - **Amy (as Auro):** "I'm Auro." - **Russell:** "Shreeve." - **Phillip (as Gareth):** "My name is Gareth." - **Maeve (as Mirabella):** "I'm called Mirabella. You said your name was Kolyanovich. Are you related to Kolyan Indirovich, the burgomaster of this town?" - **Jared:** He looks a little surprised. He says, "Kolyan Indirovich is my esteemed father, yes." - **Maeve:** "Then he's the one who summoned us!" I show him the letter that drew us here. - **Phillip:** I watch his reaction as he reads it. ##### (1)- **Jared:** He reaches for the letter but pulls back before touching it. "That seal—it's not my father's." Gareth, make a Wisdom (Insight) check. - **Phillip:** Gareth got 18. - **Jared:** You notice that Ismark is trying to conceal his terror. He's afraid to even touch the letter's seal. - **Phillip:** I ask him what's frightening him. - **Russell:** "Yeah, whose seal is it?" - **Jared:** "The Devil Strahd." - **Amy:** "Sounds like a pleasant fellow." - **Jared:** "No! He is the vampire lord of Castle Ravenloft and a plague to my sister. You must help her!" > ##### Active Roleplaying > >Notice throughout the example how Russell and Amy actively roleplay their characters' behavior. In this active approach, they speak with their characters' voices, like an actor taking on a role. The players might even echo their characters' body language. They still need to describe things that can't reasonably be acted out. > > ##### Descriptive Roleplaying > >Notice how Phillip describes his character's words and action. Drawing on his mental image of his character, he says what his character does and how the character does it. If this approach is most comfortable for you, keep these things in mind: > >- Describe your character's emotions and attitude. >- Focus on your character's intent and how others might perceive it. >- Provide as much embellishment as you feel comfortable with. >Don't worry about getting things exactly right. Focus on what your character would do, and describe what you see in your mind. > > ##### (1)—Ability Checks > >Phillip's character, Gareth, makes a Wisdom (Insight) check to determine whether he reads Ismark's unspoken cues. Wisdom is the ability that measures perceptiveness and intuition. Insight reflects a character's skill at reading other people's moods and intentions. The DM set the DC at 15, which Gareth beats. With a successful Wisdom (Insight) check, Gareth gleans information that wasn't obvious, so it wasn't part of the DM's earlier narration. For more information, see "*Ability Scores*" and "*Proficiency*" earlier in this chapter and the Search action in the *rules glossary*. > - **Amy:** "So Strahd wrote this letter, pretending to be the burgomaster, imploring us to come to Barovia and rescue Ireena Kolyana from a deadly affliction... which is him? Why would he do that?" - **Russell:** "Why would he want us to come here?" - **Maeve:** "Clearly, he doesn't think we're a threat." - **Amy:** "Well, he hasn't met us yet!" - **Jared:** "He's toying with you. He delights in the destruction of all things good, like my dear sister." ##### (2)- **Phillip:** Gareth draws closer and compassionately asks Ismark whether his sister has been bitten by the vampire. - **Jared:** Please make a Charisma (Persuasion) check to see how well he responds to your pastoral manner. You have Advantage because he's Friendly. - **Phillip:** Oh, good thing. My first roll was a 7, but with Advantage... ugh, not much better. Well, 10 plus 5 is 15. - **Jared:** Ismark leans toward you, Gareth, with a suspicious glance at the other people in the tavern, like he's worried they're eavesdropping. He whispers, "The Devil Strahd desires to make Ireena his latest plaything. Twice he has visited her in the night, using his devilry to secure an invitation into the house—for he can't enter where he isn't invited. Twice he has bitten her, yet she clings to life. But I fear she won't survive another visit!" - **Russell:** "All right, Ismark. You bought us drinks and told us about the Devil Strahd and your sister. How can we help?" > ##### (2)—Influencing NPCs > >Gareth takes the Influence action, which characters can take to influence an NPC. It's easier to influence an NPC who's already disposed to help you, as Ismark is here. Ismark's Friendly attitude gives Phillip Advantage on the roll. In this case, Advantage made the difference between success and failure. > - **Jared:** "You are too kind! First, I need your help transporting Ireena to the town of Vallaki." - **Maeve:** "Where's Vallaki?" - **Jared:** "It lies to the northwest, in the heart of the valley. As the raven flies, it is less than ten miles, but the road winds among the hills and woods, and the journey takes at least five hours at speed." - **Russell:** "And why there?" - **Jared:** "The town lies beyond the view of Castle Ravenloft, so I hope it's beyond Strahd's spies. And I have heard that Vallaki is well defended, with a wooden palisade and iron gates." - **Russell:** "As if such defenses would stop a vampire." - **Jared:** "Indeed. But if moving her there can keep him away from her for even a few days, we have time for the second part of our task." - **Russell:** "A part where you help us?" - **Jared:** "Yes, when I help you face the vampire!" ## Exploration Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places. ### Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with *Thieves' Tools*, and create obstacles for pursuers with *Caltrops*. See *chapter 6* for rules on many items that are useful on adventures. The items in that chapter's "*Tools*" and "*Adventuring Gear*" sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a *Quarterstaff*, for example, to push a sinister-looking button that you're reluctant to touch. ### Vision and Light ![](img/book/XPHB/006-01-007.obscured-exploration.webp) Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below. #### Obscured Areas An area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition when trying to see something there. #### Light The presence or absence of light determines the category of illumination in an area, as defined below. ***Bright Light.*** 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. ***Dim Light.*** Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. ***Darkness.*** Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness. #### Special Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: - Blindsight - Darkvision - Tremorsense - Truesight ### Hiding Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Dungeon Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action. ### Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. #### What Is an Object? For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects. #### Time-Limited Object Interactions When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in "*Combat*" later in this chapter. #### Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total. #### Carrying Objects You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the *rules glossary*. #### Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the *rules glossary*. ### Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: - Burning - Dehydration - Falling - Malnutrition - Suffocation ### Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in "*Combat*" later in this chapter. > ##### Marching Order > >The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it. > #### Travel Pace While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see *chapter 6* for a selection of mounts for sale). The *Dungeon Master's Guide* has rules that affect which pace you can choose in certain types of terrain. ##### Travel Pace | | Distance Traveled Per... | | | Pace | Minute | Hour | Day | |--------|--------------------------|---------|----------| | Fast | 400 feet | 4 miles | 30 miles | | Normal | 300 feet | 3 miles | 24 miles | | Slow | 200 feet | 2 miles | 18 miles | Each travel pace has a game effect, as defined below. ***Fast.*** Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. ***Normal.*** Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks. ***Slow.*** Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks. #### Vehicles Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. *Chapter 6* includes vehicles for sale. ### Exploration Example This scene finds the player characters investigating a mysterious and potentially dangerous location. They're moving through the environment and interacting with things they find there. ![](img/book/XPHB/007-01-008.exploration-example.webp) *The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered*. - **Jared (as DM):** A blazing hearth fire fills this room with warm light. Firelight glints off a poker beside the fireplace, and the walls are lined with ancient books. A huge painting hangs above the mantelpiece in a gilded frame. The firelight illuminates the portrait—an exact likeness of Ireena Kolyana. - **Phillip (as Gareth):** How old does the painting look? - **Maeve (as Mirabella):** I'm going to check the books! - **Jared:** OK, I'll get to those in a second. Russell and Amy, what are your characters doing? - **Russell (as Shreeve):** I stand near the door, sword drawn, ready for danger. This place is creepy! - **Amy (as Auro):** I go near the fireplace. A warm fire sounds nice. But I'm also alert for danger. ##### (3)- **Jared:** Got it. OK, Phillip, please make an Intelligence (History) check as Gareth looks at the painting. - **Phillip:** I don't have proficiency in History, but here goes. I got—oh! A 20! For a total of... 20. - **Jared:** Two things leap out at Gareth about the painting. First, the woman's clothes look old-fashioned. Second, the paint is flaking in places, and the whole thing is covered by a thin layer of soot. You'd say this painting is a few centuries old. - **Phillip:** So maybe an ancestor of Ireena's? Unless she's already a vampire and this "bitten by Strahd" thing is a ruse. - **Jared:** Who knows? Now, Mirabella's looking at the books? - **Maeve:** Yeah, I pull one off the shelf at random. > ##### Everyone Is Accounted For > >Exploration is open-ended; the players don't take turns moving around the dungeon the way they do in combat. But the DM frequently checks in to make sure it's clear where everyone is and what they're doing. > > ##### Teamwork Matters > >The player characters are working toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a secret door behind the fireplace later in the example, they come together again to examine it, and Gareth figures out how to bypass the fire. It might seem like Russell's character wasn't doing much, but Shreeve was protecting the group by guarding the door. > > ##### (3)—Worth Rolling with or without Proficiency > >You usually have a chance of success on an ability check even if you don't have proficiency in a relevant skill. In the example, Phillip gets a 20 without proficiency. The d20 brings many surprises to the game—surprises that the DM then interprets. > - **Jared:** It's a book written in Common called *On the Habitations of the Divine in the Celestial and Infernal Realms*. - **Russell:** Did you just make that up? - **Jared:** I'll never tell. As you flip through the book, you notice it's very academic, almost impenetrable. - **Maeve:** OK, I put that one back and pull out another. - **Jared:** Are Shreeve and Auro doing anything else? ##### (4)- **Amy:** I grab the poker and poke at logs in the fire. - **Jared:** As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it! - **Amy:** "Uh, folks? I found something!" Can I see anything in the room beyond? - **Jared:** Past the flames and smoke, you see a glimmering pile of coins heaped near a chest. ##### (5)- **Amy:** Anybody have a quick way to put out a fire? - **Phillip:** And you laughed at me for preparing Create or Destroy Water! I clutch my Holy Symbol and cast the spell, drenching the fireplace. - **Jared:** What does the spell's description say? - **Phillip:** It causes 10 gallons of water to rain down in a 30-foot Cube, extinguishing flames there. ##### (6)- **Jared:** Great! That puts out the fire. Without the light from the hearth, you're back to the magic glow of Shreeve's sword, which casts your shadows into the room beyond. But you can see, through clouds of lingering smoke, a closed chest on the floor, surrounded by piles of coins. There are two torch sconces on the far wall—one holding an unlit torch with an intricate metal base, the other empty. A skeleton in broken plate armor is lying against that wall, with one hand at its throat and the other holding the matching torch from the empty sconce. - **Amy:** I check out the chest! - **Jared:** And the rest of you? - **Phillip:** Gareth enters and looks at the skeleton. - **Maeve:** I keep watch on this side of the fireplace. - **Russell:** I'm still back by the first door. - **Jared:** Amy, the chest seems expertly made, with elegant fittings and clawed feet. ##### (7)- **Amy:** I try to open it. Is it locked? - **Jared:** It's not locked and opens easily—and it releases a cloud of sweet-smelling gas. - **Amy:** Oh, no. - **Jared:** Oh, yes. I need Auro and Gareth to make Constitution saving throws. - **Amy:** Sorry, Phillip! I got an 8. - **Phillip:** And a 5 for Gareth. - **Jared:** As you draw this gas into your lungs, you feel a chill grip you, and your bodies stiffen. You both have the Paralyzed condition! > ##### (4)—Finding Hidden Objects > >Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often use Wisdom checks to find things—see the Search action in the *rules glossary*—but sometimes they stumble on them accidentally, as Auro did here. > > ##### (5)—Casting Spells > >Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have utility in exploration. If you're playing a spellcaster, look for a mix of combat-effective and utilitarian spells to help deal with varied challenges. > > ##### Know Your Spells! > >Have your Player's Handbook open to the description of a spell before you cast it. Don't expect the DM to know how your spell works, and be ready to answer any questions about it. > > ##### (6)—Vision and Light > >The DM determines what the adventurers can perceive, which means being aware of light sources—like the leaping flames in the fireplace and Shreeve's glowing sword—as well as obscuring factors like smoke and fog. See "*Vision and Light*" earlier in this chapter for more information. > > ##### (7)—Saving Throws > >A saving throw is used to see whether a creature avoids or resists something. When the chest releases toxic gas, Phillip's and Amy's characters make Constitution saving throws. Constitution is one of the six abilities that measure creatures' capabilities, and it has to do with health and stamina. When they fail their saves, the gas causes them to have the Paralyzed condition. See "*Conditions*" later in this chapter for more information. > ## Combat ![](img/book/XPHB/008-01-009.adventurers-in-combat.webp) Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out. ### 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 combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. #### Combat Step by Step Combat unfolds in these steps: - **Establish Positions.** The Dungeon Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are—how 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. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. #### Initiative Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creatures, the DM makes a single roll, so each member of the group has the same Initiative. ***Surprise.*** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. ***Initiative Order.*** A combatant's check total is called their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round. ***Ties.*** If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character. #### 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. The main actions you can take are listed in "*Actions*" earlier in this chapter. A character's features and a monster's stat block also provide action options. "*Movement and Position*" later in this chapter gives the rules for movement. ***Communicating.*** You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. ***Interacting with Things.*** You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The DM 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 DM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. ***Doing Nothing on Your Turn.*** You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting. #### Ending Combat Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it. ### Movement and Position ![Creatures occupy spaces of varying sizes. This Displacer Beast occupies a 10-by-10-foot space, while the adventurers occupy 5-by-5-foot spaces](img/book/XPHB/009-01-010.displacer-beast-combat.webp) On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the *rules glossary*). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See the *rules glossary* for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. #### Difficult Terrain Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain. > ##### Playing on a Grid > >If you play using a square grid and miniatures or other tokens, follow these rules. > >***Squares.*** Each square represents 5 feet. >***Speed.*** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. >***Entering a Square.*** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. >***Corners.*** Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. >***Ranges.*** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route. #### Breaking Up Your Move You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet. #### Dropping Prone On your turn, you can give yourself the Prone condition without using an action or any of your Speed, but you can't do so if your Speed is 0. #### Creature Size A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by species, and a monster's size is specified in the monster's stat block. ##### Creature Size and Space | Size | Space (Feet) | Space (Squares) | |------------|---------------|---------------------| | Tiny | 2½ by 2½ feet | 4 per square | | Small | 5 by 5 feet | 1 square | | Medium | 5 by 5 feet | 1 square | | Large | 10 by 10 feet | 4 squares (2 by 2) | | Huge | 15 by 15 feet | 9 squares (3 by 3) | | Gargantuan | 20 by 20 feet | 16 squares (4 by 4) | #### Moving around Other Creatures During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition, a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition unless you are Tiny or are of a larger size than the other creature. ### Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure: - **Choose a Target.** Pick a target within your attack's range: a creature, an object, or a location. - **Determine Modifiers.** The DM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. - **Resolve the Attack.** Make the attack roll, as detailed earlier in this chapter. 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. ### Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. ##### Cover | Degree | Benefit to Target | Offered By... | |----------------|--------------------------------------------|-----------------------------------------------------------------------| | Half | +2 bonus to AC and Dexterity saving throws | Another creature or an object that covers at least half of the target | | Three-Quarters | +5 bonus to AC and Dexterity saving throws | An object that covers at least three-quarters of the target | | Total | Can't be targeted directly | An object that covers the whole target | > ##### Unseen Attackers and Targets > >When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. > >When a creature can't see you, you have Advantage on attack rolls against it. > >If you are hidden when you make an attack roll, you give away your location when the attack hits or misses. > ### Ranged Attacks When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. #### Range You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a *Longbow*, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can't attack a target beyond long range. #### Ranged Attacks in Close Combat Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition. ### Melee Attacks A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks. #### Reach A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions. #### Opportunity Attacks Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. ***Avoiding Opportunity Attack.*** You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. ***Making an Opportunity Attack.*** You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach. ### Mounted Combat ![Astride a giant seahorse, a paladin adventures underwater](img/book/XPHB/010-01-011.giant-seahorse-mount.webp) A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. #### Mounting and Dismounting During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. #### Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes. #### Falling Off If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is. ### Underwater Combat A fight underwater follows these rules. #### Impeded Weapons When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range. #### Fire Resistance Anything underwater has Resistance to Fire damage (explained in "Damage and Healing"). ## Damage and Healing Injury and death are frequent threats in D&D, as detailed in the following rules. ### Hit Points Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects. > ##### Resting > >Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The *rules glossary* provides the rules for Short and Long Rests. > ### Damage Rolls Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a *Blowgun*. See *chapter 6* for weapons' damage dice and *chapter 7* for spells' damage dice. ### Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a *Dagger*, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice. ### Saving Throws and Damage Damage dealt via saving throws uses these rules. #### Damage against Multiple Targets When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts *Fireball*, the spell's damage is rolled once for all creatures caught in the blast. #### Half Damage Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save. ### Damage Types Each instance of damage has a type, like Fire or Slashing. Damage types are listed in the *rules glossary* and have no rules of their own, but other rules, such as Resistance, rely on damage types. ### Resistance and Vulnerability Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you. #### No Stacking Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you. #### Order of Application Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22). ### Immunity Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it. ### Healing Hit Points can be restored by magic, such as the *Cure Wounds* spell or a *Potion of Healing*, or by a Short or Long Rest. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8. ### Dropping to 0 Hit Points When a creature drops to 0 Hit Points, it either dies outright or falls Unconscious, as explained below. #### Instant Death Here are the main ways a creature can die instantly. ***Monster Death.*** A monster dies the instant it drops to 0 Hit Points, although a Dungeon Master can ignore this rule for an individual monster and treat it like a character. ***Hit Point Maximum of 0.*** A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. ***Massive Damage.*** When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum. #### Character Demise If your character dies, others might find a magical way to revive your character, such as with the *Raise Dead* spell. Or talk with the DM about making a new character to join the group. The *rules glossary* has more information on being dead. #### Falling Unconscious If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition until you regain any Hit Points, and you now face making Death Saving Throws (see below). > ##### Knocking Out a Creature > >When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. > #### Death Saving Throws Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. ***Three Successes/Failures.*** Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see "Stabilizing a Character" below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. ***Rolling a 1 or 20.*** When you roll a 1 on the d20 for a Death Saving Throw, you suffer 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 die. #### Stabilizing a Character You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours. ### Temporary Hit Points Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below. #### Lose Temporary Hit Points First If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points. #### Duration Temporary Hit Points last until they're depleted or you finish a Long Rest. #### Temporary Hit Points Don't Stack Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22. #### They're Not Hit Points or Healing Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points doesn't restore you to consciousness. Only true healing can save you. ## Conditions Many effects impose a condition, a temporary state that alters the recipient's capabilities. The following conditions are defined in the *rules glossary*: - Blinded - Charmed - Deafened - Exhaustion - Frightened - Grappled - Incapacitated - Invisible - Paralyzed - Petrified - Poisoned - Prone - Restrained - Stunned - Unconscious The definition of a condition specifies what happens to its recipient while affected by it, and some conditions apply other conditions. ### Duration A condition lasts either for a duration specified by the effect that imposed the condition or until the condition is countered (the Prone condition is countered by standing up, for example). ### Conditions Don't Stack If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition's effects don't get worse. Either you have a condition or you don't. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again. ### Combat and Damage Example In this scene, threats force a group of adventurers into battle. This example demonstrates the turn-based flow of combat that gives each player a chance to detail what they do during the high-stakes moments of a fight. *Below Castle Ravenloft, the characters enter combat!* - **Jared (as DM):** Yellow lichen covers the ceiling in this passage, which has alcoves along both sides. - **Russell (as Shreeve):** I peer into the nearest alcoves. ##### (8)- **Jared:** They each contain human skeletal remains. The silence is broken suddenly by the rattle of bones as the skeletons lurch to their feet all around you and prepare to attack! - **Russell:** Ack! How many skeletons? ##### (9)- **Jared:** Ten in all, and they're hostile. Roll Initiative! - **Russell:** Ten skeletons? Yikes! I got a 16. - **Maeve (as Mirabella):** I got 8. - **Phillip (as Gareth):** An incredible 2 for Gareth. - **Amy (as Auro):** I got a 19! ##### (10)- **Jared:** The Rogue is quick to react—but not as quick as the skeletons! They got a 20. The first four attack the person in the lead: Shreeve. - **Russell:** Oh, boy. ##### (11)- **Jared:** Their attack roll totals are 8, 16, 18, and 20. - **Russell:** The 8 and 16 miss my AC, but the others hit. - **Jared:** Two of them stick you with their broken blades, dealing a total of 9 Piercing damage. - **Russell:** Is that the best you can do? - **Phillip:** Never say that to the DM. - **Jared:** Heh. Now two of them attack Auro. The first roll is a natural 1: a miss. The second roll is 16. - **Amy:** That hits. - **Jared:** You take 4 Piercing damage, and one of them attacks Mirabella with a roll of 14. ##### (12)- **Maeve:** Hits. No, wait! I cast Shield, so that misses. - **Jared:** The skeleton's blade bounces off your shield of magical force. Then two of them attack Gareth. One misses with a 5, but the other one lands a solid blow with a 21, dealing 7 piercing damage. - **Phillip:** That got my attention! - **Jared:** That's nine attacks. There's one more skeleton at the end of the hall. It moves up and waits for an opening. Now it's Auro's turn. - **Amy:** I attack one close to me. Does a 24 hit? - **Jared:** A solid hit! - **Amy:** And it's next to one of my allies, right? - **Jared:** Yes. ##### (13)- **Amy:** So with my Sneak Attack, that's 22 damage! - **Jared:** Your blade slides into an empty eye socket, and the skeleton clatters to the ground, now inanimate and harmless. ##### (13)- **Amy:** Then I use Cunning Action to Disengage as a Bonus Action and move 20 feet out of the melee. - **Jared:** Very good. Shreeve? ##### (14)- **Russell:** I drop my sword and pull out my warhammer. Time to break some bones! My first attack is a 21 to hit for 7 Bludgeoning damage. > ##### (8)—Starting Combat > >While describing the skeletons animating, the DM gets ready to start combat by mentally figuring out where everyone is, referring to the map of the area and the party's established marching order. > > ##### (9)—Rolling Initiative > >The next step in combat is for everyone involved to roll Initiative. > > ##### (10)—Taking Turns > >Now each participant in the battle takes a turn in Initiative order. The skeletons go first because they got the highest Initiative: 20. > > ##### (11)—Attack Rolls > >When a creature attacks, whether swinging a sword or firing an arrow from a bow, its player makes an attack roll. If the total is equal to or higher than the target's Armor Class (AC), the attack hits. > > ##### (12)—Spells and Reactions > >Mirabella casts the *Shield* spell. It's a special property of this spell that it can be cast even when it's not the caster's turn, using her Reaction (see "*Actions*" earlier in this chapter). > > ##### (13)—Special Abilities > >Auro's Sneak Attack lets him deal extra damage to the skeletons, and his Cunning Action lets him Disengage as a Bonus Action. These are examples of class features (described in *chapter 3*) that let characters bend the rules. > > ##### (14)—Vulnerability > >An attack that deals Bludgeoning damage is deadly to skeletons. Shreeve knows this from past experience, which is why she drops her sword and switches to a Bludgeoning weapon. She rolls only 7 damage, but the DM knows the skeleton actually takes 14 damage. > - **Jared:** It tries to block your swing, but the force of your blow destroys the skeleton! - **Russell:** I swing at the next skeleton with 11 to hit. - **Jared:** The skeleton dodges out of the way. - **Russell:** Rats. That's my turn. - **Jared:** Mirabella? ##### (15)- **Maeve:** How many can I get in a 15-foot Cube? - **Jared:** Three if you don't want to get Shreeve too. ##### (16)- **Maeve:** That's probably best. I cast Thunderwave at those three, using a level 2 spell slot. So there's a loud boom, and a wave of thunderous force sweeps over the skeletons. They need to make DC 15 Constitution saves. - **Jared:** They all fail! - **Maeve:** Because I used a level 2 slot, that's 15 Thunder damage, and they're pushed 10 feet away. - **Jared:** They're pushed back and shattered. - **Maeve:** Excellent! Four down, six to go. - **Jared:** And it's Gareth's turn at last! - **Phillip:** How many of them are within 30 feet of me? - **Jared:** All six. ##### (17)- **Phillip:** I hold up my Holy Symbol and ask Pelor the Holy Sun to sear these skeletons. They need to make DC 15 Wisdom saves. - **Jared (rolling):** Oh, those are not good numbers. None of them even got close. - **Phillip:** They each take 18 Radiant damage and— - **Jared:** Never mind the "and." Pelor does indeed smite these skeletons! They're silhouetted for a moment in a burst of brilliant light, then they vanish, leaving only their broken swords behind. > ##### (15)—Areas of Effect > >Spells and many other effects in the game fill a specific area that is defined by the rules, like the 15-foot Cube of the *Thunderwave* spell. See the *rules glossary* for more on areas of effect. > > ##### (16)—Saving Throws > >The skeletons make Constitution saving throws to resist the *Thunderwave* spell. When they fail those saves, they take damage and are pushed, as defined in that spell's description. > > ##### Damage and Hit Points > >The skeletons have 13 Hit Points each, so the spells and attacks in this example deal enough damage to destroy them. If a spell or an attack dealt less than 13 damage, the DM would keep track of the damage each skeleton has taken until it is reduced to 0 Hit Points and is destroyed. > > ##### (17)—Saving Throws > >Gareth's Sear Undead is a class feature (see *chapter 3*). As with Mirabella's *Thunderwave* spell, Sear Undead forces the skeletons to make a saving throw. > ![](img/book/XPHB/011-01-012.combat-example.webp) ------ # Chapter 2: Creating a Character ![World-traveling explorers Hank, Bobby, Sheila, Diana, and Presto stand on the threshold of their next adventure](img/book/XPHB/012-02-001.world-traveling-explorers.webp) You can make a character for Dungeons & Dragons using the building blocks in this book. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a class (such as *Fighter* or *Wizard*), a background (such as *Sailor* or *Acolyte*), and a species (such as *Human* or *Elf*). You also invent the personality and appearance of your character. Once completed, your character serves as your avatar in the D&D multiverse. ## Get Ready Before you dive into character creation, there are a few things to do to get ready, as explained below. ### Talk with Your DM Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different direction for your character than if the DM is planning for swashbuckling on the high seas. Think about the kind of adventurer you want to play in this game. If you don't know where to begin, look at the character illustrations in this book for inspiration. > ##### Session Zero > >Some Dungeon Masters start a campaign with a "session zero," an initial gathering focused on creating characters and setting expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together. > ### Choose a Character Sheet You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term "character sheet" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital character sheet like the one on [https://www.dndbeyond.com/characters](D&D Beyond), or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character! ## Create Your Character Here are the steps to make a character; each step is explored in detail in this chapter: - **Choose a Class.** Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. - **Determine Origin.** A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. - **Determine Ability Scores.** Much of what your character does in the game depends on the character's six abilities. - **Choose an Alignment.** Alignment is a shorthand for your character's moral compass. - **Fill in Details.** Using the choices you've made, fill in the remaining details on your character sheet. On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps. ### Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See *chapter 3* for the classes' details. ##### Class Overview | Class | Likes... | Primary Ability | Complexity | |-----------|----------------|-----------------------|------------| | Barbarian | Battle | Strength | Average | | Bard | Performing | Charisma | High | | Cleric | Gods | Wisdom | Average | | Druid | Nature | Wisdom | High | | Fighter | Weapons | Strength or Dexterity | Low | | Monk | Unarmed combat | Dexterity and Wisdom | High | | Paladin | Defense | Strength and Charisma | Average | | Ranger | Survival | Dexterity and Wisdom | Average | | Rogue | Stealth | Dexterity | Low | | Sorcerer | Power | Charisma | High | | Warlock | Occult lore | Charisma | High | | Wizard | Spellbooks | Intelligence | Average | > ##### A Balanced Party > >The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game, but more importantly, they bring a balanced mix of capabilities to adventures. You're welcome to use that party setup or modify it using these guidelines: > >- **Cleric:** Replace with Bard or Druid >- **Fighter:** Replace with Barbarian, Monk, Paladin, or Ranger >- **Rogue:** Replace with Bard or Ranger >- **Wizard:** Replace with Bard, Sorcerer, or Warlock #### Write Your Level Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). ***Write Your XP.*** Also record your Experience Points. A level 1 character has 0 XP. ***Starting at a Higher Level.*** Your DM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the "*Starting at Higher Levels*" section later in the chapter for more information. #### Note Armor Training Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in *chapter 6*. #### Hold That Thought You'll fill in more details about your class later. Choosing your class is the most important decision you make in creating a character, and it informs many of the decisions you make in later steps. You'll return to your class's description in *chapter 3* several more times before you're done. ### Step 2: Determine Origin Determining your character's origin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days. #### Choose a Background Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in *chapter 4*, and your DM might offer additional backgrounds as options. The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. ##### Ability Scores and Backgrounds | Ability | Backgrounds | |--------------|-------------------------------------------------------------------------------------| | Strength | Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier | | Dexterity | Artisan, Charlatan, Criminal, Entertainer, Guide, Sailor, Scribe, Soldier, Wayfarer | | Constitution | Charlatan, Criminal, Farmer, Guide, Hermit, Merchant, Sage, Soldier | | Intelligence | Acolyte, Artisan, Criminal, Guard, Merchant, Noble, Sage, Scribe | | Wisdom | Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer | | Charisma | Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer | ***Record Your Feat.*** A background gives you a feat, which grants your character particular capabilities. Feats are detailed in *chapter 5*. Write the feat on your character sheet. ***Note Proficiencies.*** Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in *chapter 3* and note the proficiencies on your character sheet. On the sample character sheet, you can indicate proficiency in skills and saving throws by marking the circle next to them. The features table in your class description shows your Proficiency Bonus (described in *chapter 1*), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in *step 5*. #### Choose Starting Equipment Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from *chapter 6*. In addition, you can have one *trinket* at no cost at the end of this chapter. Record your chosen equipment on your character sheet. Equipment is described in *chapter 6*, but for now you can just write it all down and look up the specifics in that chapter later. There's also space on the sample character sheet to note any coins you have left after purchasing your equipment, as well as treasure you acquire on your adventures. ![Consider how your choices combine to set your character on the path to adventure](img/book/XPHB/013-02-002.character-choices.webp) #### Choose a Species Choose a species for your character. The following species options are detailed in *chapter 4*: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits. Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size). #### Imagine Your Past and Present Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now? #### Choose Languages Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely. ##### Standard Languages | 1d12 | Language | Origin | |:-----:|----------------------|------------| | — | Common | Sigil | | 1 | Common Sign Language | Sigil | | 2 | Draconic | Dragons | | 3-4 | Dwarvish | Dwarves | | 5-6 | Elvish | Elves | | 7 | Giant | Giants | | 8 | Gnomish | Gnomes | | 9 | Goblin | Goblinoids | | 10-11 | Halfling | Halflings | | 12 | Orc | Orcs | The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. ##### Rare Languages | Language | Origin | |---------------|--------------------------| | Abyssal | Demons of the Abyss | | Celestial | Celestials | | Deep Speech | Aberrations | | Druidic | Druidic circles | | Infernal | Devils of the Nine Hells | | Primordial* | Elementals | | Sylvan | The Feywild | | Thieves' Cant | Various criminal guilds | | Undercommon | The Underdark | *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one. ### Step 3: Determine Ability Scores To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. *Chapter 1* explains what each ability means. #### Generate Your Scores Determine your ability scores by using one of the following three methods. Your DM might prefer you to use a particular one. ***Standard Array.*** Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. ***Random Generation.*** Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. ***Point Cost.*** You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. ##### Ability Score Point Costs | Score | Cost | |:-----:|:----:| | 8 | 0 | | 9 | 1 | | 10 | 2 | | 11 | 3 | | 12 | 4 | | 13 | 5 | | 14 | 7 | | 15 | 9 | #### Assign Ability Scores Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. ##### Standard Array by Class | Class | Str. | Dex. | Con. | Int. | Wis. | Cha. | |-----------|:----:|:----:|:----:|:----:|:----:|:----:| | Barbarian | 15 | 13 | 14 | 10 | 12 | 8 | | Bard | 8 | 14 | 12 | 13 | 10 | 15 | | Cleric | 14 | 8 | 13 | 10 | 15 | 12 | | Druid | 8 | 12 | 14 | 13 | 15 | 10 | | Fighter | 15 | 14 | 13 | 8 | 10 | 12 | | Monk | 12 | 15 | 13 | 10 | 14 | 8 | | Paladin | 15 | 10 | 13 | 8 | 12 | 14 | | Ranger | 12 | 15 | 13 | 8 | 14 | 10 | | Rogue | 12 | 15 | 13 | 14 | 10 | 8 | | Sorcerer | 10 | 13 | 14 | 8 | 12 | 15 | | Warlock | 8 | 14 | 13 | 12 | 10 | 15 | | Wizard | 8 | 12 | 13 | 15 | 14 | 10 | #### Adjust Ability Scores After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score. > ##### Backgrounds and Species from Older Books > >Backgrounds in older D&D books don't include ability score adjustments. If you're using a background from an older book, adjust your ability scores by increasing one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20. > >Similarly, species in older books include ability score increases. If you're using a species from an older book, ignore those increases and use only the ones given by your background. > >Also, if the background you choose doesn't provide a feat, you gain an *Origin feat* of your choice. > #### Determine Ability Modifiers Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. ##### Ability Scores and Modifiers | Score | Modifier | |:-----:|:--------:| | 3 | −4 | | 4–5 | −3 | | 6–7 | −2 | | 8–9 | −1 | | 10–11 | +0 | | 12–13 | +1 | | 14–15 | +2 | | 16–17 | +3 | | 18–19 | +4 | | 20 | +5 | #### Describe Appearance and Personality Ability scores are an essential part of the rules, but they can be more than that. Once you've assigned your ability scores, give some thought to what those scores might say about your character's appearance and personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based on having a high or low score in an ability. Note your character's appearance and personality on your character sheet. ![](img/book/XPHB/014-02-003.strength-icon.webp) ##### Strength | 1d4 | High Strength | Low Strength | |:---:|:-------------:|:--------------:| | 1 | Muscular | Weak | | 2 | Sinewy | Slight | | 3 | Protective | Self-conscious | | 4 | Direct | Indirect | ![](img/book/XPHB/015-02-004.dexterity-icon.webp) ##### Dexterity | 1d4 | High Dexterity | Low Dexterity | |:---:|:--------------:|:-------------:| | 1 | Lithe | Jittery | | 2 | Dynamic | Clumsy | | 3 | Fidgety | Hesitant | | 4 | Poised | Unsteady | ![](img/book/XPHB/016-02-005.constitution-icon.webp) ##### Constitution | 1d4 | High Constitution | Low Constitution | |:---:|:-----------------:|:----------------:| | 1 | Energetic | Frail | | 2 | Hale | Squeamish | | 3 | Hearty | Lethargic | | 4 | Stable | Fragile | ![](img/book/XPHB/017-02-006.intelligence-icon.webp) ##### Intelligence | 1d4 | High Intelligence | Low Intelligence | |:---:|:-----------------:|:----------------:| | 1 | Decisive | Artless | | 2 | Logical | Illogical | | 3 | Informative | Uninformed | | 4 | Curious | Frivolous | ![](img/book/XPHB/018-02-007.wisdom-icon.webp) ##### Wisdom | 1d4 | High Wisdom | Low Wisdom | |:---:|:-----------:|:----------:| | 1 | Serene | Rash | | 2 | Considerate | Distracted | | 3 | Attentive | Oblivious | | 4 | Wary | Naive | ![](img/book/XPHB/019-02-008.charisma-icon.webp) ##### Charisma | 1d4 | High Charisma | Low Charisma | |:---:|:-------------:|:------------:| | 1 | Charming | Pedantic | | 2 | Commanding | Humorless | | 3 | Hilarious | Reserved | | 4 | Inspiring | Tactless | ### Step 4: Choose an Alignment Choose your character's alignment from the options below, and note it on your character sheet. D&D assumes that player characters aren't of an evil alignment. Check with your DM before making an evil character. #### The Nine Alignments A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. ![Alignments might be visualized as a grid like this—along with creatures that embody those alignments](img/book/XPHB/020-02-009.alignments.webp) ***Lawful Good (LG).*** Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. ***Neutral Good (NG).*** Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. ***Chaotic Good (CG).*** Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. ***Lawful Neutral (LN).*** Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral. ***Neutral (N).*** Neutral is the alignment of those who prefer to avoid moral questions and don't take sides, doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. ***Chaotic Neutral (CN).*** Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. ***Lawful Evil (LE).*** Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. ***Neutral Evil (NE).*** Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. ***Chaotic Evil (CE).*** Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil. > ##### Unaligned Creatures > >Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. **Sharks** are savage predators, for example, but they aren't evil; they are unaligned. > #### Alignment and Personality Alignment can shape a character's personality, goals, and core beliefs. Looking at the two elements of an alignment, you can use the lists below to inspire details of your character's personality. ##### Personality Traits by Alignment | Alignment | 1d4 | Associated Trait | |-----------|:---:|------------------| | Chaotic | 1 | Boastful | | | 2 | Impulsive | | | 3 | Rebellious | | | 4 | Self-absorbed | | Good | 1 | Compassionate | | | 2 | Helpful | | | 3 | Honest | | | 4 | Kind | | Evil | 1 | Dishonest | | | 2 | Vengeful | | | 3 | Cruel | | | 4 | Greedy | | Lawful | 1 | Cooperative | | | 2 | Loyal | | | 3 | Judgmental | | | 4 | Methodical | | Neutral | 1 | Selfish | | | 2 | Disinterested | | | 3 | Laconic | | | 4 | Pragmatic | ### Step 5: Fill In Details Now fill in the rest of your character sheet. #### Record Class Features Look at your class's feature table in *chapter 3*, and write down the level 1 features. The class features are detailed in that same chapter. Some class features offer choices. Make sure to read all your features and make any offered choices. #### Fill In Numbers Note these numbers on your character sheet. ***Saving Throws.*** For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier. ***Skills.*** For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier. ***Passive Perception.*** Sometimes your DM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the DM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score: **Passive Perception** = 10 + Wisdom ({@skill Perception|XPHB}) check modifier Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency). ***Hit Points.*** Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. ##### Level 1 Hit Points by Class | Class | Hit Point Maximum | |----------------------------------------------|--------------------| | Barbarian | 12 + Con. modifier | | Fighter, Paladin, or Ranger | 10 + Con. modifier | | Bard, Cleric, Druid, Monk, Rogue, or Warlock | 8 + Con. modifier | | Sorcerer or Wizard | 6 + Con. modifier | The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. ***Hit Point Dice.*** Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent. ***Initiative.*** Write your Dexterity modifier in the space for Initiative on your character sheet. ***Armor Class.*** Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in *chapter 6*. A class feature might give you a different way to calculate your AC. ***Attacks.*** In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise: **Melee attack modifier** = your proficiency bonus + your Strength modifier **Ranged attack modifier** = your proficiency bonus + your Dexterity modifier Look up the damage and properties of your weapons in *chapter 6*. You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. ***Spellcasting.*** Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas: **Spell save DC** = 8 + your proficiency bonus + your spellcasting ability modifier **Spell attack modifier** = your proficiency bonus + your spellcasting ability modifier Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell. ***Spell Slots, Cantrips, and Prepared Spells.*** If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet. #### Name Your Character Choose a name for your character, and write it on your character sheet. The name can be whatever you like. Was it the name of an ancestor? Does it have religious or other significance? Is it a name you chose for yourself? #### Create Final Details As you finish creating your character, consider whether you'd like to make up any other details about the character. Here are the sorts of things you might ask yourself as the character: - What's your gender? - What person or people do you care most about? - What's your deepest fear? - On your adventures, will you seek knowledge, wealth, glory, enlightenment, justice, mercy, power, or something else? ## Level Advancement ![Adventuring equipment improves as a character progresses through the tiers of play](img/book/XPHB/021-02-010.adventuring-equipment.webp) While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. ##### Character Advancement | Level | Experience Points | Proficiency Bonus | |:-----:|-------------------|:-----------------:| | 1 | 0 | +2 | | 2 | 300 | +2 | | 3 | 900 | +2 | | 4 | 2,700 | +2 | | 5 | 6,500 | +3 | | 6 | 14,000 | +3 | | 7 | 23,000 | +3 | | 8 | 34,000 | +3 | | 9 | 48,000 | +4 | | 10 | 64,000 | +4 | | 11 | 85,000 | +4 | | 12 | 100,000 | +4 | | 13 | 120,000 | +5 | | 14 | 140,000 | +5 | | 15 | 165,000 | +5 | | 16 | 195,000 | +5 | | 17 | 225,000 | +6 | | 18 | 265,000 | +6 | | 19 | 305,000 | +6 | | 20 | 355,000 | +6 | ### Gaining a Level When you gain a level, follow these steps: - **Choose a Class.** Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the "*Multiclassing*" section later in this chapter. - **Adjust Hit Points and Hit Point Dice.** Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. ##### Fixed Hit Points by Class | Class | Hit Points per Level | |----------------------------------------------|----------------------| | Barbarian | 7 + Con. modifier | | Fighter, Paladin, or Ranger | 6 + Con. modifier | | Bard, Cleric, Druid, Monk, Rogue, or Warlock | 5 + Con. modifier | | Sorcerer or Wizard | 4 + Con. modifier | - **Record New Class Features.** Look at your class features table in *chapter 3* and note the features you gain at your new level in that class. Make any choices offered by a new feature. - **Adjust Proficiency Bonus.** A character's Proficiency Bonus increases at certain levels, as shown in the *Character Advancement table* and your class features table in *chapter 3*When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus. - **Adjust Ability Modifiers.** If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8. ### Tiers of Play With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. #### Tier 1 (Levels 1–4) In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages. #### Tier 2 (Levels 5–10) In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as *Fireball*, *Lightning Bolt*, and *Raise Dead*. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms. #### Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. #### Tier 4 (Levels 17–20) At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. > ##### Bonus Feats at Level 20 > >A DM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. *Epic Boon* feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. > ## Starting at Higher Levels Your DM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players. ### Creating Your Character Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the "*Level Advancement*" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the DM starts you at level 10, you have 64,000 XP. ### Starting Equipment The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM. Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in *chapter 6* are too expensive for level 1 characters, but they might be available for purchase if your DM allows them. ##### Starting Equipment at Higher Levels | Starting Level | Equipment and Money | Magic Items | |:--------------:|-------------------------------------------------------------|-------------------------------------------| | 2–4 | Normal starting equipment | 1 Common | | 5–10 | 500 GP plus 1d10 × 25 GP plus normal starting equipment | 1 Common, 1 Uncommon | | 11–16 | 5,000 gp plus 1d10 × 250 GP plus normal starting equipment | 2 Common, 3 Uncommon, 1 Rare | | 17–20 | 20,000 GP plus 1d10 × 250 GP plus normal starting equipment | 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare | ## Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class. ### Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids. ### Experience Points The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the *Character Advancement table* in this chapter. For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric. ### Hit Points and Hit Point Dice You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice. ### Proficiency Bonus Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the *Character Advancement table*. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3. ### Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in *chapter 3*. ### Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class. #### Armor Class If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class. #### Extra Attack If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack. #### Spellcasting Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class. ##### Multiclass Spellcaster: Spell Slots per Spell Level | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |:-----:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1 | 2 | — | — | — | — | — | — | — | — | | 2 | 3 | — | — | — | — | — | — | — | — | | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5 | 4 | 3 | 2 | — | — | — | — | — | — | | 6 | 4 | 3 | 3 | — | — | — | — | — | — | | 7 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ***Spells Prepared.*** You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. ***Cantrips.*** If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. ***Spell Slots.*** You determine your available spell slots by adding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes - One third of your Fighter or Rogue levels (round down) if you have the Eldritch Knight or Arcane Trickster subclass. Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have. This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like *Burning Hands*, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects. ***Pact Magic.*** If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared. ![A character with Paladin and Warlock levels might call on both a mighty oath and an otherworldly patron](img/book/XPHB/022-02-011.paladin-warlock-multiclass.webp) ## Trinkets When you make your character, you can roll once on the *Trinkets* table to gain a Tiny trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. ![[Rules Handbook/img/book/XPHB/Trinket.png]] ------ # Chapter 3: Character Classes ![The heroes Mercion, Molliver, Strongheart, and Ringlerun protect a portal to another plane from diabolical invaders](img/book/XPHB/025-03-050.opening-art.webp) Character class provides a character's most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below. ![](img/book/XPHB/026-03-002.barbarian-symbol.webp) ***Barbarian.*** Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the... - Path of the Berserker to unleash raw violence. - Path of the Wild Heart to manifest kinship with animals. - Path of the World Tree to tap into cosmic vitality. - Path of the Zealot to rage in union with a god. ![](img/book/XPHB/027-03-003.bard-symbol.webp) ***Bard.*** Perform spells that inspire and heal allies or beguile foes. Then join the College of... - College of Dance to harness agility in battle. - College of Glamour to weave beguiling Feywild magic. - College of Lore to collect knowledge and magical secrets. - College of Valor to wield weapons with spells. ![](img/book/XPHB/028-03-004.cleric-symbol.webp) ***Cleric.*** Invoke divine magic to heal, bolster, and smite. Then harness the... - Life Domain to be a master of healing. - Light Domain to wield searing, warding light. - Trickery Domain to bedevil foes with mischief. - War Domain to inspire valor and chastise foes. ![](img/book/XPHB/029-03-005.druid-symbol.webp) ***Druid.*** Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the... - Circle of the Land to draw on the magic of the environment. - Circle of the Moon to adopt powerful animal forms. - Circle of the Sea to channel tides and storms. - Circle of the Stars to gain powers in a starry form. ![](img/book/XPHB/030-03-006.fighter-symbol.webp) ***Fighter.*** Master all weapons and armor. Then embody the... - Battle Master to use special combat maneuvers. - Champion to strive for peak combat prowess. - Eldritch Knight to learn spells to aid in combat. - Psi Warrior to augment attacks with psionic power. ![](img/book/XPHB/031-03-007.monk-symbol.webp) ***Monk.*** Dart in and out of melee while striking fast and hard. Then become a Warrior of... - Warrior of Mercy to heal or harm with a touch. - Warrior of Shadow to employ shadows for subterfuge. - Warrior of the Elements to wield elemental power. - Warrior of the Open Hand to master unarmed combat. ![](img/book/XPHB/032-03-008.paladin-symbol.webp) ***Paladin.*** Smite foes and shield allies with divine and martial might. Then swear the Oath of... - Oath of Devotion to emulate the angels of justice. - Oath of Glory to reach the heights of heroism. - Oath of the Ancients to preserve life, joy, and nature. - Oath of Vengeance to hunt down evildoers. ![](img/book/XPHB/033-03-009.ranger-symbol.webp) ***Ranger.*** Weave together martial prowess, nature magic, and survival skills. Then embody the... - Beast Master to bond with a primal beast. - Fey Wanderer to manifest fey mirth and fury. - Gloom Stalker to hunt foes that lurk in darkness. - Hunter to protect nature with martial versatility. ![](img/book/XPHB/034-03-010.rogue-symbol.webp) ***Rogue.*** Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the... - Arcane Trickster to enhance stealth with spells. - Assassin to deliver ambushes and poison. - Soulknife to strike foes with psi blades. - Thief to master infiltration and treasure hunting. ![](img/book/XPHB/035-03-011.sorcerer-symbol.webp) ***Sorcerer.*** Wield magic innate to your being, shaping the power to your will. Then channel... - Aberrant Sorcery to use strange psionic magic. - Clockwork Sorcery to harness cosmic forces of order. - Draconic Sorcery to breathe the magic of dragons. - Wild Magic Sorcery to unleash chaos magic. ![](img/book/XPHB/036-03-012.warlock-symbol.webp) ***Warlock.*** Cast spells derived from occult knowledge. Then form a pact with the... - Archfey Patron to teleport and wield fey magic. - Celestial Patron to heal with heavenly magic. - Fiend Patron to call on sinister powers. - Great Old One Patron to delve into forbidden lore. ![](img/book/XPHB/037-03-013.wizard-symbol.webp) ***Wizard.*** Study arcane magic and master spells for every purpose. Then embody the... - Abjurer to shield allies and banish foes. - Diviner to learn the multiverse's secrets. - Evoker to create explosive effects. - Illusionist to weave spells of deception. ------ # Chapter 4: Character Origins ![Not even a white dragon's wrath can chill these heroes of the Forgotten Realms: Laeral Silverhand, Drizzt Do'Urden, and Vajra Safahr](img/book/XPHB/127-05-001.laeral-drizzt-vajra.webp) This chapter describes the two components of an adventurer's origin: *background* and *species*. Together, these elements suggest your character's early experience and family origin before taking up the adventuring life and learning the capabilities of a class (described in *chapter 3*). ## Origin Components Each part of your character's origin reflects facets of your character, their life, and the circumstances that started them on the path to adventure. If you choose a background or a species from an older book, see the sidebar "*Backgrounds and Species from Older Books*" in *chapter 2* for how to use them with the options here. ### Character Backgrounds Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure. Each background includes a brief narrative of what your character's past might have been like. Alter the details of this narrative however you like. #### Parts of a Background A background includes the following parts. ***Ability Scores.*** A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20. ***Feat.*** A background gives your character a specified Origin feat (described in *chapter 5*). ***Skill Proficiencies.*** A background gives your character proficiency in two specified skills. ***Tool Proficiency.*** Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in *chapter 6*. ***Equipment.*** Each background offers a choice between a package of equipment and 50 GP. ### Character Species When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the D&D multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn't beyond their species' normal life span. #### Parts of a Species A species includes the following parts. ***Creature Type.*** A character's species determines the character's creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non-Humanoid species appear in other D&D books. ***Size.*** Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium. ***Speed.*** Your character's species determines the character's Speed. ***Special Traits.*** Each species gives a character special traits—unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options. ## Background Descriptions Sixteen backgrounds are presented in this section in alphabetical order: - Acolyte - Artisan - Charlatan - Criminal - Entertainer - Farmer - Guard - Guide - Hermit - Merchant - Noble - Sage - Sailor - Scribe - Soldier - Wayfarer ## Species Descriptions Ten species are presented in this section in alphabetical order: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. ![](img/book/XPHB/153-05-027.map-decoration.webp) ------ # Chapter 5: Feats ![The Weathermay-Foxgrove Twins, Gennifer and Laurie, along with the investigators Alanik Ray and Arthur Sedgwick, fight to escape the horrors of Castle Ravenloft](img/book/XPHB/158-06-001.weathermay-foxgrove-alanik-arthur.webp) This chapter offers a collection of feats, which are special features not tied to a character class. 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. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives you a feat, and at certain levels, your class gives you the *Ability Score Improvement* feat or the choice of another feat for which you qualify. By whatever means you acquire a feat, you can take it only once unless its description says otherwise. ## Feat Descriptions This chapter's feats are organized by category—*Origin*, *General*, *Fighting Style*, or *Epic Boon*—and alphabetized in each category. All the feats are listed alphabetically in the *Feat List table*. If a feat can be taken more than once, an asterisk appears after its name in that table. ### Parts of a Feat The description of a feat contains the following parts, which are presented after the feat's name. ***Category.*** A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you can choose from any category. ***Prerequisite.*** To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat. ***Benefit.*** The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits. ***Repeatable.*** A feat can be taken only once unless its description states otherwise in a "Repeatable" subsection. ##### Feat List | Feat | Category | |------------------------------|------------------| | Ability Score Improvement* | *General* | | Actor | *General* | | Alert | *Origin* | | Archery | *Fighting Style* | | Athlete | *General* | | Blind Fighting | *Fighting Style* | | Boon of Combat Prowess | *Epic Boon* | | Boon of Dimensional Travel | *Epic Boon* | | Boon of Energy Resistance | *Epic Boon* | | Boon of Fate | *Epic Boon* | | Boon of Fortitude | *Epic Boon* | | Boon of Irresistible Offense | *Epic Boon* | | Boon of Recovery | *Epic Boon* | | Boon of Skill | *Epic Boon* | | Boon of Speed | *Epic Boon* | | Boon of Spell Recall | *Epic Boon* | | Boon of the Night Spirit | *Epic Boon* | | Boon of Truesight | *Epic Boon* | | Charger | *General* | | Chef | *General* | | Crafter | *Origin* | | Crossbow Expert | *General* | | Crusher | *General* | | Defense | *Fighting Style* | | Defensive Duelist | *General* | | Dual Wielder | *General* | | Dueling | *Fighting Style* | | Durable | *General* | | Elemental Adept* | *General* | | Fey-Touched | *General* | | Grappler | *General* | | Great Weapon Fighting | *Fighting Style* | | Great Weapon Master | *General* | | Healer | *Origin* | | Heavily Armored | *General* | | Heavy Armor Master | *General* | | Inspiring Leader | *General* | | Interception | *Fighting Style* | | Keen Mind | *General* | | Lightly Armored | *General* | | Lucky | *Origin* | | Mage Slayer | *General* | | Magic Initiate* | *Origin* | | Martial Weapon Training | *General* | | Medium Armor Master | *General* | | Moderately Armored | *General* | | Mounted Combatant | *General* | | Musician | *Origin* | | Observant | *General* | | Piercer | *General* | | Poisoner | *General* | | Polearm Master | *General* | | Protection | *Fighting Style* | | Resilient | *General* | | Ritual Caster | *General* | | Savage Attacker | *Origin* | | Sentinel | *General* | | Shadow-Touched | *General* | | Sharpshooter | *General* | | Shield Master | *General* | | Skilled* | *Origin* | | Skill Expert | *General* | | Skulker | *General* | | Slasher | *General* | | Speedy | *General* | | Spell Sniper | *General* | | Tavern Brawler | *Origin* | | Telekinetic | *General* | | Telepathic | *General* | | Thrown Weapon Fighting | *Fighting Style* | | Tough | *Origin* | | Two-Weapon Fighting | *Fighting Style* | | Unarmed Fighting | *Fighting Style* | | War Caster | *General* | | Weapon Master | *General* | *This feat can be taken more than once. ## Origin Feats These feats are in the Origin category. - Alert - Crafter - Healer - Lucky - Magic Initiate - Musician - Savage Attacker - Skilled - Tavern Brawler - Tough ## General Feats These feats are in the General category. - Ability Score Improvement - Actor - Athlete - Charger - Chef - Crossbow Expert - Crusher - Defensive Duelist - Dual Wielder - Durable - Elemental Adept - Fey-Touched - Grappler - Great Weapon Master - Heavily Armored - Heavy Armor Master - Inspiring Leader - Keen Mind - Lightly Armored - Mage Slayer - Martial Weapon Training - Medium Armor Master - Moderately Armored - Mounted Combatant - Observant - Piercer - Poisoner - Polearm Master - Resilient - Ritual Caster - Sentinel - Shadow-Touched - Sharpshooter - Shield Master - Skill Expert - Skulker - Slasher - Speedy - Spell Sniper - Telekinetic - Telepathic - War Caster - Weapon Master ## Fighting Style Feats These feats are in the Fighting Style category. - Archery - Blind Fighting - Defense - Dueling - Great Weapon Fighting - Interception - Protection - Thrown Weapon Fighting - Two-Weapon Fighting - Unarmed Fighting ## Epic Boon Feats These feats are in the Epic Boon category. - Boon of Combat Prowess - Boon of Dimensional Travel - Boon of Energy Resistance - Boon of Fate - Boon of Fortitude - Boon of Irresistible Offense - Boon of Recovery - Boon of Skill - Boon of Speed - Boon of Spell Recall - Boon of the Night Spirit - Boon of Truesight ------ # Chapter 6: Equipment ![In the skies of Eberron, the inventor Vi and her Fixers escape the Lord of Blades and a plummeting airship that burns with green flame!](img/book/XPHB/168-07-001.inventor-vi.webp) The right equipment can make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it's available at the listed price. ## Coins Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. ##### Coin Values | Coin | Value in GP | |---------------------|-------------| | Copper Piece (CP) | 1/100 | | Silver Piece (SP) | 1/10 | | Electrum Piece (EP) | 1/2 | | Gold Piece (GP) | 1 | | Platinum Piece (PP) | 10 | > ##### Selling Equipment > >Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. The *Dungeon Master's Guide* has prices for magic items. > ## Weapons The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: - **Category.** Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. - **Melee or Ranged.** A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. - **Damage.** The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. - **Properties.** Any properties a weapon has are listed in the Properties column. Each property is defined in the "*Properties*" section. - **Mastery.** Each weapon has a mastery property, which is defined in the "*Mastery Properties*" section later in this chapter. To use that property, you must have a feature that lets you use it. ##### Weapons | Name | Damage | Properties | Mastery | Weight | Cost | |--------------------------|-----------------|--------------------------------------------------------------|:-------:|:-------:|-------:| | *Simple Melee Weapons* | | *Club* | 1d4 Bludgeoning | Light | Slow | 2 lb. | 1 SP | | *Dagger* | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick | 1 lb. | 2 GP | | *Greatclub* | 1d8 Bludgeoning | Two-Handed | Push | 10 lb. | 2 SP | | *Handaxe* | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex | 2 lb. | 5 GP | | *Javelin* | 1d6 Piercing | Thrown (Range 30/120) | Slow | 2 lb. | 5 SP | | *Light Hammer* | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick | 2 lb. | 2 GP | | *Mace* | 1d6 Bludgeoning | — | Sap | 4 lb. | 5 GP | | *Quarterstaff* | 1d6 Bludgeoning | Versatile (1d8) | Topple | 4 lb. | 2 SP | | *Sickle* | 1d4 Slashing | Light | Nick | 2 lb. | 1 GP | | *Spear* | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap | 3 lb. | 1 GP | | *Simple Ranged Weapons* | | *Dart* | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex | 1/4 lb. | 5 CP | | *Light Crossbow* | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow | 5 lb. | 25 GP | | *Shortbow* | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex | 2 lb. | 25 GP | | *Sling* | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow | — | 1 SP | | *Martial Melee Weapons* | | *Battleaxe* | 1d8 Slashing | Versatile (1d10) | Topple | 4 lb. | 10 GP | | *Flail* | 1d8 Bludgeoning | — | Sap | 2 lb. | 10 GP | | *Glaive* | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | 6 lb. | 20 GP | | *Greataxe* | 1d12 Slashing | Heavy, Two-Handed | Cleave | 7 lb. | 30 GP | | *Greatsword* | 2d6 Slashing | Heavy, Two-Handed | Graze | 6 lb. | 50 GP | | *Halberd* | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | 6 lb. | 20 GP | | *Lance* | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | 6 lb. | 10 GP | | *Longsword* | 1d8 Slashing | Versatile (1d10) | Sap | 3 lb. | 15 GP | | *Maul* | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | 10 lb. | 10 GP | | *Morningstar* | 1d8 Piercing | — | Sap | 4 lb. | 15 GP | | *Pike* | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | 18 lb. | 5 GP | | *Rapier* | 1d8 Piercing | Finesse | Vex | 2 lb. | 25 GP | | *Scimitar* | 1d6 Slashing | Finesse, Light | Nick | 3 lb. | 25 GP | | *Shortsword* | 1d6 Piercing | Finesse, Light | Vex | 2 lb. | 10 GP | | *Trident* | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple | 4 lb. | 5 GP | | *Warhammer* | 1d8 Bludgeoning | Versatile (1d10) | Push | 5 lb. | 15 GP | | *War Pick* | 1d8 Piercing | Versatile (1d10) | Sap | 2 lb. | 5 GP | | *Whip* | 1d4 Slashing | Finesse, Reach | Slow | 3 lb. | 2 GP | | *Martial Ranged Weapons* | | *Blowgun* | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex | 1 lb. | 10 GP | | *Hand Crossbow* | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex | 3 lb. | 75 GP | | *Heavy Crossbow* | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push | 18 lb. | 50 GP | | *Longbow* | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow | 2 lb. | 50 GP | | *Musket* | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Slow | 10 lb. | 500 GP | | *Pistol* | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading | Vex | 3 lb. | 250 GP | ![Simple Melee Weapons](img/book/XPHB/169-07-058.simple-melee.webp) ![Simple Ranged Weapons](img/book/XPHB/170-07-059.simple-range.webp) ![Martial Melee Weapons](img/book/XPHB/171-07-061.martial-melee.webp) ![Martial Ranged Weapons](img/book/XPHB/172-07-060.martial-range.webp) ### Weapon Proficiency Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block. ### Properties Here are definitions of the properties in the Properties column of 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 it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. #### Finesse When making an attack with a Finesse weapon, 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 You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. > ##### Improvised Weapons > >If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see "Improvised Weapons" in the *rules glossary*. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack. > #### Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a *Shortsword* in one hand and a *Dagger* in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. #### Loading You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. #### Range A Range weapon 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 is 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 long range. #### Reach A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. #### Thrown If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. #### Two-Handed A Two-Handed weapon requires two hands when you attack with it. #### Versatile A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. ### Mastery Properties Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below. #### Cleave If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. #### Graze If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. #### Nick When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. #### Push If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. #### Sap If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. #### Slow If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. #### Topple If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. #### Vex If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. ## Armor The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details: - **Category.** Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). **Armor Class (AC**). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. - **Strength.** If the table shows a Strength score in the Strength column for an armor type, that 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 table shows "Disadvantage" in the Stealth column for an armor type, the wearer has Disadvantage on Dexterity (Stealth) checks. ##### Armor | Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost | |---------------------------------------------------------|---------------------------|----------|--------------|:------:|---------:| | *Light Armor (1 Minute to Don or Doff)* | | *Padded Armor* | 11 + Dex modifier | — | Disadvantage | 8 lb. | 5 GP | | *Leather Armor* | 11 + Dex modifier | — | — | 10 lb. | 10 GP | | *Studded Leather Armor* | 12 + Dex modifier | — | — | 13 lb. | 45 GP | | *Medium Armor (5 Minutes to Don and 1 Minute to Doff)* | | *Hide Armor* | 12 + Dex modifier (max 2) | — | — | 12 lb. | 10 GP | | *Chain Shirt* | 13 + Dex modifier (max 2) | — | — | 20 lb. | 50 GP | | *Scale Mail* | 14 + Dex modifier (max 2) | — | Disadvantage | 45 lb. | 50 GP | | *Breastplate* | 14 + Dex modifier (max 2) | — | — | 20 lb. | 400 GP | | *Half Plate Armor* | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. | 750 GP | | *Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)* | | *Ring Mail* | 14 | — | Disadvantage | 40 lb. | 30 GP | | *Chain Mail* | 16 | Str 13 | Disadvantage | 55 lb. | 75 GP | | *Splint Armor* | 17 | Str 15 | Disadvantage | 60 lb. | 200 GP | | *Plate Armor* | 18 | Str 15 | Disadvantage | 65 lb. | 1,500 GP | | *Shield (Utilize Action to Don or Doff)* | | *Shield* | +2 | — | — | 6 lb. | 10 GP | ![Light Armor and Shields](img/book/XPHB/173-07-062.light-armor-and-shields.webp) ![Medium Armor](img/book/XPHB/174-07-063.medium-armor.webp) ![Heavy Armor](img/book/XPHB/175-07-064.heavy-armor.webp) ### Armor Training Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat block. #### Light, Medium, or Heavy Armor If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. #### Shield You gain the Armor Class benefit of a Shield only if you have training with it. ### One at a Time A creature can wear only one suit of armor at a time and wield only one Shield at a time. > ##### Variant: Equipment Sizes > >In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, an orc adventurer won't fit in a halfling's Leather Armor, and a cloud giant's robe would be far too large for a gnome. > >The DM can impose more realism. For example, a suit of Plate Armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise. > >Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit a smith, a tailor, a leatherworker, or a similar expert to make the item wearable. The cost for such work is 1d4 × 10 percent of the market price of the item. > ## Tools A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: - **Ability.** This entry lists the ability to use when making an ability check with the tool. - **Utilize.** This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action. - **Craft.** This entry lists what, if anything, you can craft with the tool. For crafting rules, see "*Crafting Equipment*" later in the chapter. - **Variants.** This entry appears if the tool has variants, which are listed. Each requires a separate proficiency. ![](img/book/XPHB/176-07-002.tools.webp) ### Tool Proficiency If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block. ### Artisan's Tools Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency. #### Alchemist's Supplies (50 GP) - **Ability:** Intelligence - **Utilize.** Identify a substance (DC 15), or start a fire (DC 15) - **Craft.** *Acid*, *Alchemist's Fire*, *Component Pouch*, *Oil*, *Paper*, *Perfume* #### Brewer's Supplies (20 GP) - **Ability:** Intelligence - **Utilize.** Detect poisoned drink (DC 15), or identify alcohol (DC 10) - **Craft.** *Antitoxin* #### Calligrapher's Supplies (10 GP) - **Ability:** Dexterity - **Utilize.** Write text with impressive flourishes that guard against forgery (DC 15) - **Craft.** *Ink*, *Spell Scroll* #### Carpenter's Tools (8 GP) - **Ability:** Strength - **Utilize.** Seal or pry open a door or container (DC 20) - **Craft.** *Club*, *Greatclub*, *Quarterstaff*, *Barrel*, *Chest*, *Ladder*, *Pole*, *Portable Ram*, *Torch* #### Cartographer's Tools (15 GP) - **Ability:** Wisdom - **Utilize.** Draft a map of a small area (DC 15) - **Craft.** *Map* #### Cobbler's Tools (5 GP) - **Ability:** Dexterity - **Utilize.** Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) - **Craft.** *Climber's Kit* #### Cook's Utensils (1 GP) - **Ability:** Wisdom - **Utilize.** Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) - **Craft.** *Rations* #### Glassblower's Tools (30 GP) - **Ability:** Intelligence - **Utilize.** Discern what a glass object held in the past 24 hours (DC 15) - **Craft.** *Glass Bottle*, *Magnifying Glass*, *Spyglass*, *Vial* #### Jeweler's Tools (25 GP) - **Ability:** Intelligence - **Utilize.** Discern a gem's value (DC 15) - **Craft.** *Arcane Focus*, *Holy Symbol* #### Leatherworker's Tools (5 GP) - **Ability:** Dexterity - **Utilize.** Add a design to a leather item (DC 10) - **Craft.** *Sling*, *Whip*, *Hide Armor*, *Leather Armor*, *Studded Leather Armor*, *Backpack*, *Crossbow Bolt Case*, *Map or Scroll Case*, *Parchment*, *Pouch*, *Quiver*, *Waterskin* #### Mason's Tools (10 GP) - **Ability:** Strength - **Utilize.** Chisel a symbol or hole in stone (DC 10) - **Craft.** *Block and Tackle* #### Painter's Supplies (10 GP) - **Ability:** Wisdom - **Utilize.** Paint a recognizable image of something you've seen (DC 10) - **Craft.** *Druidic Focus*, *Holy Symbol* #### Potter's Tools (10 GP) - **Ability:** Intelligence - **Utilize.** Discern what a ceramic object held in the past 24 hours (DC 15) - **Craft.** *Jug*, *Lamp* #### Smith's Tools (20 GP) - **Ability:** Strength - **Utilize.** Pry open a door or container (DC 20) - **Craft.** Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, *Ball Bearings*, *Bucket*, *Caltrops*, *Chain*, *Crowbar*, *Firearm Bullets*, *Grappling Hook*, *Iron Pot*, *Iron Spikes*, *Sling Bullets* #### Tinker's Tools (50 GP) - **Ability:** Dexterity - **Utilize.** Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) - **Craft.** *Musket*, *Pistol*, *Bell*, *Bullseye Lantern*, *Flask*, *Hooded Lantern*, *Hunter's Trap*, *Lock*, *Manacles*, *Mirror*, *Shovel*, *Signal Whistle*, *Tinderbox* #### Weaver's Tools (1 GP) - **Ability:** Dexterity - **Utilize.** Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) - **Craft.** *Padded Armor*, *Basket*, *Bedroll*, *Blanket*, *Fine Clothes*, *Net*, *Robe*, *Rope*, *Sack*, *String*, *Tent*, *Traveler's Clothes* #### Woodcarver's Tools (1 GP) - **Ability:** Dexterity - **Utilize.** Carve a pattern in wood (DC 10) - **Craft.** *Club*, *Greatclub*, *Quarterstaff*, Ranged weapons (except Pistol, Musket, and Sling), *Arcane Focus*, *Arrows*, *Bolts*, *Druidic Focus*, *Ink Pen*, *Needles* ### Other Tools These tools support adventure and other pursuits. #### Disguise Kit (25 GP) - **Ability:** Charisma - **Utilize:** Apply makeup (DC 10) - **Craft:** *Costume* #### Forgery Kit (15 GP) - **Ability:** Dexterity - **Utilize:** Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20) #### Gaming Set (Varies) - **Ability:** Wisdom - **Utilize:** Discern whether someone is cheating (DC 10), or win the game (DC 20) - **Variants:** *Dice* (1 SP), *dragonchess* (1 GP), *playing cards* (5 SP), *three-dragon ante* (1 GP) #### Herbalism Kit (5 GP) - **Ability:** Intelligence - **Utilize:** Identify a plant (DC 10) - **Craft:** *Antitoxin*, *Candle*, *Healer's Kit*, *Potion of Healing* #### Musical Instrument (Varies) - **Ability:** Charisma - **Utilize:** Play a known tune (DC 10), or improvise a song (DC 15) - **Variants:** *Bagpipes* (30 GP, 6 lb.), *drum* (6 GP, 3 lb.), *dulcimer* (25 GP, 10 lb.), *flute* (2 GP, 1 lb.), horn (3 GP, 2 lb.), *lute* (35 GP, 2 lb.), *lyre* (30 GP, 2 lb.), *pan flute* (12 GP, 2 lb.), *shawm* (2 GP, 1 lb.), *viol* (30 GP, 1 lb.) #### Navigator's Tools (25 GP) - **Ability:** Wisdom - **Utilize:** Plot a course (DC 10), or determine position by stargazing (DC 15) #### Poisoner's Kit (50 GP) - **Ability:** Intelligence - **Utilize:** Detect a poisoned object (DC 10) - **Craft:** *Basic Poison* #### Thieves' Tools (25 GP) - **Ability:** Dexterity - **Utilize:** Pick a lock (DC 15), or disarm a trap (DC 15) ## Adventuring Gear ![A Warlock channels magic through an Arcane Focus](img/book/XPHB/177-07-003.arcane-focus.webp) The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name. ##### Adventuring Gear | Item | Weight | Cost | |------------------------|:------------:|---------:| | *Acid* | 1 lb. | 25 GP | | *Alchemist's Fire* | 1 lb. | 50 GP | | Ammunition | Varies | Varies | | *Antitoxin* | — | 50 GP | | *Arcane Focus* | Varies | Varies | | *Backpack* | 5 lb. | 2 GP | | *Ball Bearings* | 2 lb. | 1 GP | | *Barrel* | 70 lb. | 2 GP | | *Basket* | 2 lb. | 4 SP | | *Bedroll* | 7 lb. | 1 GP | | *Bell* | — | 1 GP | | *Blanket* | 3 lb. | 5 SP | | *Block and Tackle* | 5 lb. | 1 GP | | *Book* | 5 lb. | 25 GP | | *Bottle, Glass* | 2 lb. | 2 GP | | *Bucket* | 2 lb. | 5 CP | | *Burglar's Pack* | 42 lb. | 16 GP | | *Caltrops* | 2 lb. | 1 GP | | *Candle* | — | 1 CP | | *Case, Crossbow Bolt* | 1 lb. | 1 GP | | *Case, Map or Scroll* | 1 lb. | 1 GP | | *Chain* | 10 lb. | 5 GP | | *Chest* | 25 lb. | 5 GP | | *Climber's Kit* | 12 lb. | 25 GP | | *Clothes, Fine* | 6 lb. | 15 GP | | *Clothes, Traveler's* | 4 lb. | 2 GP | | *Component Pouch* | 2 lb. | 25 GP | | *Costume* | 4 lb. | 5 GP | | *Crowbar* | 5 lb. | 2 GP | | *Diplomat's Pack* | 39 lb. | 39 GP | | *Druidic Focus* | Varies | Varies | | *Dungeoneer's Pack* | 55 lb. | 12 GP | | *Entertainer's Pack* | 58½ lb. | 40 GP | | *Explorer's Pack* | 55 lb. | 10 GP | | *Flask* | 1 lb. | 2 CP | | *Grappling Hook* | 4 lb. | 2 GP | | *Healer's Kit* | 3 lb. | 5 GP | | *Holy Symbol* | Varies | Varies | | *Holy Water* | 1 lb. | 25 GP | | *Hunting Trap* | 25 lb. | 5 GP | | *Ink* | — | 10 GP | | *Ink Pen* | — | 2 CP | | *Jug* | 4 lb. | 2 CP | | *Ladder* | 25 lb. | 1 SP | | *Lamp* | 1 lb. | 5 SP | | *Lantern, Bullseye* | 2 lb. | 10 GP | | *Lantern, Hooded* | 2 lb. | 5 GP | | *Lock* | 1 lb. | 10 GP | | *Magnifying Glass* | — | 100 GP | | *Manacles* | 6 lb. | 2 GP | | *Map* | — | 1 GP | | *Mirror* | 1/2 lb. | 5 GP | | *Net* | 3 lb. | 1 GP | | *Oil* | 1 lb. | 1 SP | | *Paper* | — | 2 SP | | *Parchment* | — | 1 SP | | *Perfume* | — | 5 GP | | *Poison, Basic* | — | 100 GP | | *Pole* | 7 lb. | 5 CP | | *Pot, Iron* | 10 lb. | 2 GP | | *Potion of Healing* | 1/2 lb. | 50 GP | | *Pouch* | 1 lb. | 5 SP | | *Priest's Pack* | 29 lb. | 33 GP | | *Quiver* | 1 lb. | 1 GP | | *Ram, Portable* | 35 lb. | 4 GP | | *Rations* | 2 lb. | 5 SP | | *Robe* | 4 lb. | 1 GP | | *Rope* | 5 lb. | 1 GP | | *Sack* | 1/2 lb. | 1 CP | | *Scholar's Pack* | 22 lb. | 40 GP | | *Shovel* | 5 lb. | 2 GP | | *Signal Whistle* | — | 5 CP | | Spell Scroll (Cantrip) | — | 30 GP | | Spell Scroll (Level 1) | — | 50 GP | | *Spikes, Iron* | 5 lb. | 1 GP | | *Spyglass* | 1 lb. | 1,000 GP | | *String* | — | 1 SP | | *Tent* | 20 lb. | 2 GP | | *Tinderbox* | 1 lb. | 5 SP | | *Torch* | 1 lb. | 1 CP | | *Vial* | — | 1 GP | | *Waterskin* | 5 lb. (full) | 2 SP | #### Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. #### Alchemist's Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning. #### Ammunition (Varies) Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately. ##### Ammunition | Type | Amount | Storage | Weight | Cost | |--------------------|:------:|----------|:------:|-----:| | *Arrows* | 20 | *Quiver* | 1 lb. | 1 GP | | *Bolts* | 20 | *Case* | 1½ lb. | 1 GP | | *Bullets, Firearm* | 10 | *Pouch* | 2 lb. | 3 GP | | *Bullets, Sling* | 20 | *Pouch* | 1½ lb. | 4 CP | | *Needles* | 50 | *Pouch* | 1 lb. | 1 GP | #### Antitoxin (50 GP) As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour. #### Arcane Focus (Varies) An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. ##### Arcane Focuses | Focus | Weight | Cost | |---------------------------------|:------:|------:| | *Crystal* | 1 lb. | 10 GP | | *Orb* | 3 lb. | 20 GP | | *Rod* | 2 lb. | 10 GP | | *Staff* (also a *Quarterstaff*) | 4 lb. | 5 GP | | *Wand* | 1 lb. | 10 GP | #### Backpack (2 GP) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. #### Ball Bearings (1 GP) As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings. #### Barrel (2 GP) A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods. #### Basket (4 SP) A Basket holds up to 40 pounds within 2 cubic feet. #### Bedroll (1 GP) A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the *Dungeon Master's Guide*). #### Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. #### Blanket (5 SP) While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the *Dungeon Master's Guide*). #### Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times the weight you can normally lift. #### Book (25 GP) A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic. #### Bottle, Glass (2 GP) A Glass Bottle holds up to 1½ pints. #### Bucket (5 CP) A Bucket holds up to half a cubic foot of contents. #### Burglar's Pack (16 GP) A Burglar's Pack contains the following items: *Backpack*, *Ball Bearings*, *Bell*, 10 *Candles*, *Crowbar*, *Hooded Lantern*, 7 flasks of *Oil*, 5 days of *Rations*, *Rope*, *Tinderbox*, and *Waterskin*. #### Caltrops (1 GP) As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. #### Candle (1 CP) For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. #### Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 *Bolts*. #### Case, Map or Scroll (1 GP) A Map or Scroll Case holds up to 10 sheets of *paper* or 5 sheets of *parchment*. #### Chain (5 GP) As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. #### Chest (5 GP) A Chest holds up to 12 cubic feet of contents. #### Climber's Kit (25 GP) A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action. #### Clothes, Fine (15 GP) Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes. #### Clothes, Traveler's (2 GP) Traveler's Clothes are resilient garments designed for travel in various environments. #### Component Pouch (25 GP) A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells. #### Costume (5 GP) While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents. #### Crowbar (2 GP) Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied. #### Diplomat's Pack (39 GP) A Diplomat's Pack contains the following items: *Chest*, *Fine Clothes*, *Ink*, 5 *Ink Pens*, *Lamp*, 2 *Map or Scroll Cases*, 4 flasks of *Oil*, 5 sheets of *Paper*, 5 sheets of *Parchment*, *Perfume*, and *Tinderbox*. #### Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. ##### Druidic Focuses | Focus | Weight | Cost | |----------------------------------------|:------:|------:| | *Sprig of mistletoe* | — | 1 GP | | *Wooden staff* (also a *Quarterstaff*) | 4 lb. | 5 GP | | *Yew wand* | 1 lb. | 10 GP | #### Dungeoneer's Pack (12 GP) A Dungeoneer's Pack contains the following items: *Backpack*, *Caltrops*, *Crowbar*, 2 flasks of *Oil*, 10 days of *Rations*, *Rope*, *Tinderbox*, 10 *Torches*, and *Waterskin*. #### Entertainer's Pack (40 GP) An Entertainer's Pack contains the following items: *Backpack*, *Bedroll*, *Bell*, *Bullseye Lantern*, 3 *Costumes*, *Mirror*, 8 flasks of *Oil*, 9 days of *Rations*, *Tinderbox*, and *Waterskin*. #### Explorer's Pack (10 GP) An Explorer's Pack contains the following items: *Backpack*, *Bedroll*, 2 flasks of *Oil*, 10 days of *Rations*, *Rope*, *Tinderbox*, 10 *Torches*, and *Waterskin*. #### Flask (2 CP) A Flask holds up to 1 pint. #### Grappling Hook (2 GP) As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a *Rope* to the hook, you can then climb it. #### Healer's Kit (5 GP) A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check. #### Holy Symbol (Varies) A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield. ##### Holy Symbols | Symbol | Weight | Cost | |----------------------------------------|:------:|-----:| | *Amulet* (worn or held) | 1 lb. | 5 GP | | *Emblem* (borne on fabric or a Shield) | — | 5 GP | | *Reliquary* (held) | 2 lb. | 5 GP | #### Holy Water (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead. #### Hunting Trap (5 GP) As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature. #### Ink (10 GP) Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages. #### Ink Pen (2 CP) Using *Ink*, an Ink Pen is used to write or draw. #### Jug (2 CP) A Jug holds up to 1 gallon. #### Ladder (1 SP) A Ladder is 10 feet tall. You must climb to move up or down it. #### Lamp (5 SP) A Lamp burns *Oil* as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet. #### Lantern, Bullseye (10 GP) A Bullseye Lantern burns *Oil* as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet. ![Lamp and Net](img/book/XPHB/178-07-004.lamp-net.webp) #### Lantern, Hooded (5 GP) A Hooded Lantern burns *Oil* as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again. #### Lock (10 GP) A Lock comes with a key. Without the key, a creature can use *Thieves' Tools* to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check. #### Magnifying Glass (100 GP) A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. #### Manacles (2 GP) As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use *Thieves' Tools* to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check. #### Map (1 GP) If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it. #### Mirror (5 GP) A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal. #### Net (1 GP) When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect. #### Oil (1 SP) You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. ***Dousing a Creature or an Object.*** When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. ***Dousing a Space.*** You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. ***Fuel.*** Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours. #### Paper (2 SP) One sheet of Paper can hold about 250 handwritten words. #### Parchment (1 SP) One sheet of Parchment can hold about 250 handwritten words. #### Perfume (5 GP) Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself. #### Poison, Basic (100 GP) As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first. #### Pole (5 CP) A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check. #### Pot, Iron (2 GP) An Iron Pot holds up to 1 gallon. #### Potion of Healing (50 GP) This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. #### Pouch (5 SP) A Pouch holds up to 6 pounds within one-fifth of a cubic foot. #### Priest's Pack (33 GP) A Priest's Pack contains the following items: *Backpack*, *Blanket*, *Holy Water*, *Lamp*, 7 days of *Rations*, *Robe*, and *Tinderbox*. #### Quiver (1 GP) A Quiver holds up to 20 *Arrows*. #### Ram, Portable (4 GP) You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check. #### Rations (5 SP) Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in the *rules glossary* for the risks of not eating. #### Robe (1 GP) A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols. #### Rope (1 GP) As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action. #### Sack (1 CP) A Sack holds up to 30 pounds within 1 cubic foot. #### Scholar's Pack (40 GP) A Scholar's Pack contains the following items: *Backpack*, *Book*, *Ink*, *Ink Pen*, *Lamp*, 10 flasks of *Oil*, 10 sheets of *Parchment*, and *Tinderbox*. #### Shovel (2 GP) Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material. #### Signal Whistle (5 CP) When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away. #### Spell Scroll (Cantrip, 30 GP Level 1, 50 GP) A *Spell Scroll* (Cantrip) or *Spell Scroll* (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed. #### Spikes, Iron (1 GP) Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a *Light Hammer*, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a *Rope* or *Chain* to the Spike. #### Spyglass (1,000 GP) Objects viewed through a Spyglass are magnified to twice their size. #### String (1 SP) String is 10 feet long. You can tie a knot in it as a Utilize action. #### Tent (2 GP) A Tent sleeps up to two Small or Medium creatures. #### Tinderbox (5 SP) A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a *Candle*, *Lamp*, Lantern, or *Torch*—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute. #### Torch (1 CP) A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage. #### Vial (1 GP) A Vial holds up to 4 ounces. ![](img/book/XPHB/179-07-005.adventurer-with-tools.webp) #### Waterskin (2 SP) A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration. ## Mounts and Vehicles A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The *Mounts and Other Animals table* shows each animal's carrying capacity. See *appendix B* for the animals' stat blocks. ### Mounts and Cargo An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together. ### Barding Barding is armor designed for a mount. Any type of armor on the *Armor table* in this chapter can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much. ### Saddles A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. ##### Mounts and Other Animals | Item | Carrying Capacity | Cost | |-----------------|:-----------------:|-------:| | *Camel* | 450 lb. | 50 GP | | *Elephant* | 1,320 lb. | 200 GP | | *Horse, Draft* | 540 lb. | 50 GP | | *Horse, Riding* | 480 lb. | 75 GP | | *Mastiff* | 195 lb. | 25 GP | | *Mule* | 420 lb. | 8 GP | | *Pony* | 225 lb. | 30 GP | | *Warhorse* | 540 lb. | 400 GP | ##### Tack, Harness, and Drawn Vehicles | Item | Weight | Cost | |------------------|:-------:|-------:| | *Carriage* | 600 lb. | 100 GP | | *Cart* | 200 lb. | 15 GP | | *Chariot* | 100 lb. | 250 GP | | *Feed per day* | 10 lb. | 5 CP | | *Saddle* | | *Exotic* | 40 lb. | 60 GP | | *Military* | 30 lb. | 20 GP | | *Riding* | 25 lb. | 10 GP | | *Sled* | 300 lb. | 20 GP | | Stabling per day | — | 5 SP | | *Wagon* | 400 lb. | 35 GP | ### Large Vehicles The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply. #### Speed A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. #### Crew A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see "*Services*" later in this chapter) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table. #### Passengers The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day. #### Damage Threshold If a vehicle has a damage threshold, it's noted in the table. #### Ship Repair Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved. ##### Airborne and Waterborne Vehicles | Ship | Speed | Crew | Passengers | Cargo (Tons) | AC | HP | Damage Threshold | Cost | |----------------|:------:|:----:|:----------:|:------------:|:---:|:---:|:----------------:|----------:| | *Airship* | 8 mph | 10 | 20 | 1 | 13 | 300 | — | 40,000 GP | | *Galley* | 4 mph | 80 | — | 150 | 15 | 500 | 20 | 30,000 GP | | *Keelboat* | 1 mph | 1 | 6 | 1/2 | 15 | 100 | 10 | 3,000 GP | | *Longship* | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 | 10,000 GP | | *Rowboat* | 1½ mph | 1 | 3 | — | 11 | 50 | — | 50 GP | | *Sailing Ship* | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 | 10,000 GP | | *Warship* | 2½ mph | 60 | 60 | 200 | 15 | 500 | 20 | 25,000 GP | ## Services ![A Wizard and her familiar spend an afternoon shopping](img/book/XPHB/180-07-006.wizard-familiar-shopping.webp) This section outlines services and other expenses that adventurers might spend money on. ### Lifestyle Expenses Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (DM's choice), choose a lifestyle below—Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic—and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the DM might take them into account when determining risks or how others perceive your character. #### Wretched (Free) You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside. #### Squalid (1 SP per Day) You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals. #### Poor (2 SP per Day) You spend frugally for your necessities. #### Modest (1 GP per Day) You support yourself at an average level. #### Comfortable (2 GP per Day) You spend modestly for your necessities and enjoy a few luxuries. #### Wealthy (4 GP per Day) You're accustomed to the finer things in life and might have servants. #### Aristocratic (10 GP per Day) You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise. ### Food, Drink, and Lodging The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. ##### Food, Drink, and Lodging | Item | Cost | |--------------------|------:| | Ale (mug) | 4 CP | | Bread (loaf) | 2 CP | | Cheese (wedge) | 1 SP | | *Inn Stay per Day* | | Squalid | 7 CP | | Poor | 1 SP | | Modest | 5 SP | | Comfortable | 8 SP | | Wealthy | 2 GP | | Aristocratic | 4 GP | | *Meal* | | Squalid | 1 CP | | Poor | 2 CP | | Modest | 1 SP | | Comfortable | 2 SP | | Wealthy | 3 SP | | Aristocratic | 6 SP | | *Wine (bottle)* | | Common | 2 SP | | Fine | 10 GP | ### Travel Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses. ##### Travel | Service | Cost | |--------------------------|---------------| | Coach ride between towns | 3 CP per mile | | Coach ride within a city | 1 CP per mile | | Road or gate toll | 1 CP | | Ship's passage | 1 SP per mile | ### Hirelings Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. ##### Hirelings | Service | Cost | |--------------------|---------------| | Skilled hireling | 2 GP per day | | Untrained hireling | 2 SP per day | | Messenger | 2 CP per mile | ### Spellcasting Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. ##### Spellcasting Services | Spell Level | Availability | Cost | |:-----------:|------------------------|-----------:| | Cantrip | Village, town, or city | 30 GP | | 1 | Village, town, or city | 50 GP | | 2 | Village, town, or city | 200 GP | | 3 | Town or city only | 300 GP | | 4–5 | Town or city only | 2,000 GP | | 6–8 | City only | 20,000 GP | | 9 | City only | 100,000 GP | ## Magic Items Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in the *Dungeon Master's Guide*, since the DM decides when you find such an item. Here's what you need to know about using magic items. ### Identifying a Magic Item Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The *Identify* spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a *Ring of Feather Falling*. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a *Ring of Swimming*, the DM might say, "Your movement feels strangely fluid." Perhaps you then dive into a river to see what happens. The DM would then say you swim unexpectedly well. ### Attunement Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties. #### Attune during a Short Rest Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities. #### No More Than Three Items You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one *Ring of Protection* at a time. #### Ending Attunement Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed. ### Wearing and Wielding Items Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. #### Multiple Items of the Same Kind You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The DM might make exceptions. #### Paired Items Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a *Boot of Striding and Springing* on one foot and a *Boot of Elvenkind* on the other foot gains no benefit from either. ## Crafting Equipment Using the rules below, characters can make nonmagical items, *Potions of Healing*, and *Spell Scrolls*. ### Crafting Nonmagical Items To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price. #### Tools This chapter's "*Tools*" section lists which tools are required to make certain items. The DM assigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it. #### Raw Materials To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available. #### Time To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants. ### Brewing Potions of Healing A character who has proficiency with the Herbalism Kit can create a *Potion of Healing*. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work). ### Scribing Spell Scrolls A spellcaster can transfer a spell to a scroll and create a *Spell Scroll*, using the rules below. #### Time and Cost Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the *Spell Scroll Costs table*. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive. #### Prerequisites for the Scribe To scribe a scroll, you must have proficiency in the Arcana skill or with *Calligrapher's Supplies* and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus. #### Cantrips If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. ##### Spell Scroll Costs | Spell Level | Time | Cost | |:-----------:|:--------:|----------:| | Cantrip | 1 day | 15 GP | | 1 | 1 day | 25 GP | | 2 | 3 days | 100 GP | | 3 | 5 days | 150 GP | | 4 | 10 days | 1,000 GP | | 5 | 25 days | 1,500 GP | | 6 | 40 days | 10,000 GP | | 7 | 50 days | 12,500 GP | | 8 | 60 days | 15,000 GP | | 9 | 120 days | 50,000 GP | ------ # Chapter 7: Spells ![Archmages of Greyhawk—Jallarzi, Mordenkainen, and Bigby—prepare their magic as they open a gate to another plane](img/book/XPHB/181-08-001.jallarzi-mordenkainen-bigby.webp) This chapter gives rules for casting spells. It also includes *descriptions* of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters. ## Gaining Spells Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a *Spell Scroll*. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared. ### Preparing Spells If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Preparation by Class table. ##### Spell Preparation by Class | Class | Change When You... | Number of Spells | |----------|--------------------|:----------------:| | Bard | Gain a level | One | | Cleric | Finish a Long Rest | Any | | Druid | Finish a Long Rest | Any | | Paladin | Finish a Long Rest | One | | Ranger | Finish a Long Rest | One | | Sorcerer | Gain a level | One | | Warlock | Gain a level | One | | Wizard | Finish a Long Rest | Any | Most spellcasting monsters don't change their lists of prepared spells, but the DM is free to alter them. ### Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared doesn't count against the number of spells on that list. > ##### Casting in Armor > >You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting. > ## Casting Spells Each *spell description* has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name. ### Spell Level Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels. #### Spell Slots Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that spell's level or higher, effectively "filling" a slot with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3 Wizard casts *Magic Missile*, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots. #### Casting without Slots There are several ways to cast a spell without expending a spell slot: - **Cantrips.** A cantrip is cast without a spell slot. - **Rituals.** Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. - **Special Abilities.** Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. - **Magic Items.** *Spell Scrolls* and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it. #### Using a Higher-Level Spell Slot When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts *Magic Missile* using a level 2 slot, that *Magic Missile* is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as *Magic Missile* and *Cure Wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description. ### School of Magic Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. ##### Schools of Magic | School | Typical Effects | |---------------|--------------------------------------------------------------| | Abjuration | Prevents or reverses harmful effects | | Conjuration | Transports creatures or objects | | Divination | Reveals information | | Enchantment | Influences minds | | Evocation | Channels energy to create effects that are often destructive | | Illusion | Deceives the mind or senses | | Necromancy | Manipulates life and death | | Transmutation | Transforms creatures or objects | ### Class Spell Lists If a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the parentheses. ### Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required. #### One Spell with a Spell Slot per Turn On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn. #### Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. #### Longer Casting Times Certain spells—including a spell cast as a Ritual—require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over. ### Range A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of the effect is limited by the range. A range usually takes one of the following forms: - **Distance.** The range is expressed in feet. - **Touch.** The spell's effect originates on something the spellcaster must touch, as defined in the spell. - **Self.** The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise. ### Components ![An aasimar Wizard uses a crystal material component to focus the magic of Cone of Cold](img/book/XPHB/182-08-002.aasimar-wizard.webp) A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or more of a spell's components, the spellcaster can't cast the spell. #### Verbal (V) A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component. > ##### Creating Verbal Components > >If you'd like to say a spell's Verbal component, you may make up the words. However you make them, the goal is to create something that's easy to say and that doesn't mean anything in the real world. Consider this method: take the name of the spell, keep only one instance of each of its letters, and rearrange the remaining letters into words. For example, remove the second *l* from *Fireball* and rearrange the remaining letters to create *Ber Fila* or*Fel Bira*. > #### Somatic (S) A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements. #### Material (M) A Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a *Component Pouch* (see *chapter 6*) instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see *chapter 6* for descriptions). ### Duration A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: - **Concentration.** A duration that requires Concentration follows the Concentration rules. - **Instantaneous.** An instantaneous duration means the spell's magic appears only for a moment and then disappears. - **Time Span.** A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say "1 minute," meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don't have the Incapacitated condition. ### Effects The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the DM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below. #### Targets A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. ***A Clear Path to the Target.*** To target something with a spell, a caster must have a clear path to it, so it can't be behind Total Cover. ***Targeting Yourself.*** If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you. ***Areas of Effect.*** Some spells, such as *Thunderwave*, cover an area called an area of effect, which is defined in the *rules glossary*. The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. ![](img/book/XPHB/183-08-003.areas-of-effect.webp) ***Awareness of Being Targeted.*** Unless a spell has a perceptible effect, a creature doesn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. ***Invalid Targets.*** If you cast a spell on someone or something that can't be affected by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target. #### Saving Throws Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: **Spell save DC** = 8 + your proficiency bonus + your spellcasting ability modifier #### Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: **Spell attack modifier** = your proficiency bonus + your spellcasting ability modifier #### Combining Spell Effects The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Clerics cast *Bless* on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second *Bless* ends. > ##### Identifying an Ongoing Spell > >You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check. > ## Spell Descriptions The spells are presented in alphabetical order. - *Acid Splash* - *Aid* - *Alarm* - *Alter Self* - *Animal Friendship* - *Animal Messenger* - *Animal Shapes* - *Animate Dead* - *Animate Objects* - *Antilife Shell* - *Antimagic Field* - *Antipathy/Sympathy* - *Arcane Eye* - *Arcane Gate* - *Arcane Lock* - *Arcane Vigor* - *Armor of Agathys* - *Arms of Hadar* - *Astral Projection* - *Augury* - *Aura of Life* - *Aura of Purity* - *Aura of Vitality* - *Awaken* - *Bane* - *Banishing Smite* - *Banishment* - *Barkskin* - *Beacon of Hope* - *Beast Sense* - *Befuddlement* - *Bestow Curse* - *Bigby's Hand* - *Blade Barrier* - *Blade Ward* - *Bless* - *Blight* - *Blinding Smite* - *Blindness/Deafness* - *Blink* - *Blur* - *Burning Hands* - *Call Lightning* - *Calm Emotions* - *Chain Lightning* - *Charm Monster* - *Charm Person* - *Chill Touch* - *Chromatic Orb* - *Circle of Death* - *Circle of Power* - *Clairvoyance* - *Clone* - *Cloud of Daggers* - *Cloudkill* - *Color Spray* - *Command* - *Commune* - *Commune with Nature* - *Compelled Duel* - *Comprehend Languages* - *Compulsion* - *Cone of Cold* - *Confusion* - *Conjure Animals* - *Conjure Barrage* - *Conjure Celestial* - *Conjure Elemental* - *Conjure Fey* - *Conjure Minor Elementals* - *Conjure Volley* - *Conjure Woodland Beings* - *Contact Other Plane* - *Contagion* - *Contingency* - *Continual Flame* - *Control Water* - *Control Weather* - *Cordon of Arrows* - *Counterspell* - *Create Food and Water* - *Create or Destroy Water* - *Create Undead* - *Creation* - *Crown of Madness* - *Crusader's Mantle* - *Cure Wounds* - *Dancing Lights* - *Darkness* - *Darkvision* - *Daylight* - *Death Ward* - *Delayed Blast Fireball* - *Demiplane* - *Destructive Wave* - *Detect Evil and Good* - *Detect Magic* - *Detect Poison and Disease* - *Detect Thoughts* - *Dimension Door* - *Disguise Self* - *Disintegrate* - *Dispel Evil and Good* - *Dispel Magic* - *Dissonant Whispers* - *Divination* - *Divine Favor* - *Divine Smite* - *Divine Word* - *Dominate Beast* - *Dominate Monster* - *Dominate Person* - *Dragon's Breath* - *Drawmij's Instant Summons* - *Dream* - *Druidcraft* - *Earthquake* - *Eldritch Blast* - *Elemental Weapon* - *Elementalism* - *Enhance Ability* - *Enlarge/Reduce* - *Ensnaring Strike* - *Entangle* - *Enthrall* - *Etherealness* - *Evard's Black Tentacles* - *Expeditious Retreat* - *Eyebite* - *Fabricate* - *Faerie Fire* - *False Life* - *Fear* - *Feather Fall* - *Feign Death* - *Find Familiar* - *Find Steed* - *Find the Path* - *Find Traps* - *Finger of Death* - *Fire Bolt* - *Fire Shield* - *Fire Storm* - *Fireball* - *Flame Blade* - *Flame Strike* - *Flaming Sphere* - *Flesh to Stone* - *Fly* - *Fog Cloud* - *Forbiddance* - *Forcecage* - *Foresight* - *Fount of Moonlight* - *Freedom of Movement* - *Friends* - *Gaseous Form* - *Gate* - *Geas* - *Gentle Repose* - *Giant Insect* - *Glibness* - *Globe of Invulnerability* - *Glyph of Warding* - *Goodberry* - *Grasping Vine* - *Grease* - *Greater Invisibility* - *Greater Restoration* - *Guardian of Faith* - *Guards and Wards* - *Guidance* - *Guiding Bolt* - *Gust of Wind* - *Hail of Thorns* - *Hallow* - *Hallucinatory Terrain* - *Harm* - *Haste* - *Heal* - *Healing Word* - *Heat Metal* - *Hellish Rebuke* - *Heroes' Feast* - *Heroism* - *Hex* - *Hold Monster* - *Hold Person* - *Holy Aura* - *Hunger of Hadar* - *Hunter's Mark* - *Hypnotic Pattern* - *Ice Knife* - *Ice Storm* - *Identify* - *Illusory Script* - *Imprisonment* - *Incendiary Cloud* - *Inflict Wounds* - *Insect Plague* - *Invisibility* - *Jallarzi's Storm of Radiance* - *Jump* - *Knock* - *Legend Lore* - *Leomund's Secret Chest* - *Leomund's Tiny Hut* - *Lesser Restoration* - *Levitate* - *Light* - *Lightning Arrow* - *Lightning Bolt* - *Locate Animals or Plants* - *Locate Creature* - *Locate Object* - *Longstrider* - *Mage Armor* - *Mage Hand* - *Magic Circle* - *Magic Jar* - *Magic Missile* - *Magic Mouth* - *Magic Weapon* - *Major Image* - *Mass Cure Wounds* - *Mass Heal* - *Mass Healing Word* - *Mass Suggestion* - *Maze* - *Meld into Stone* - *Melf's Acid Arrow* - *Mending* - *Message* - *Meteor Swarm* - *Mind Blank* - *Mind Sliver* - *Mind Spike* - *Minor Illusion* - *Mirage Arcane* - *Mirror Image* - *Mislead* - *Misty Step* - *Modify Memory* - *Moonbeam* - *Mordenkainen's Faithful Hound* - *Mordenkainen's Magnificent Mansion* - *Mordenkainen's Private Sanctum* - *Mordenkainen's Sword* - *Move Earth* - *Nondetection* - *Nystul's Magic Aura* - *Otiluke's Freezing Sphere* - *Otiluke's Resilient Sphere* - *Otto's Irresistible Dance* - *Pass without Trace* - *Passwall* - *Phantasmal Force* - *Phantasmal Killer* - *Phantom Steed* - *Planar Ally* - *Planar Binding* - *Plane Shift* - *Plant Growth* - *Poison Spray* - *Polymorph* - *Power Word Fortify* - *Power Word Heal* - *Power Word Kill* - *Power Word Stun* - *Prayer of Healing* - *Prestidigitation* - *Prismatic Spray* - *Prismatic Wall* - *Produce Flame* - *Programmed Illusion* - *Project Image* - *Protection from Energy* - *Protection from Evil and Good* - *Protection from Poison* - *Purify Food and Drink* - *Raise Dead* - *Rary's Telepathic Bond* - *Ray of Enfeeblement* - *Ray of Frost* - *Ray of Sickness* - *Regenerate* - *Reincarnate* - *Remove Curse* - *Resistance* - *Resurrection* - *Reverse Gravity* - *Revivify* - *Rope Trick* - *Sacred Flame* - *Sanctuary* - *Scorching Ray* - *Scrying* - *Searing Smite* - *See Invisibility* - *Seeming* - *Sending* - *Sequester* - *Shapechange* - *Shatter* - *Shield* - *Shield of Faith* - *Shillelagh* - *Shining Smite* - *Shocking Grasp* - *Silence* - *Silent Image* - *Simulacrum* - *Sleep* - *Sleet Storm* - *Slow* - *Sorcerous Burst* - *Spare the Dying* - *Speak with Animals* - *Speak with Dead* - *Speak with Plants* - *Spider Climb* - *Spike Growth* - *Spirit Guardians* - *Spiritual Weapon* - *Staggering Smite* - *Starry Wisp* - *Steel Wind Strike* - *Stinking Cloud* - *Stone Shape* - *Stoneskin* - *Storm of Vengeance* - *Suggestion* - *Summon Aberration* - *Summon Beast* - *Summon Celestial* - *Summon Construct* - *Summon Dragon* - *Summon Elemental* - *Summon Fey* - *Summon Fiend* - *Summon Undead* - *Sunbeam* - *Sunburst* - *Swift Quiver* - *Symbol* - *Synaptic Static* - *Tasha's Bubbling Cauldron* - *Tasha's Hideous Laughter* - *Telekinesis* - *Telepathy* - *Teleport* - *Teleportation Circle* - *Tenser's Floating Disk* - *Thaumaturgy* - *Thorn Whip* - *Thunderclap* - *Thunderous Smite* - *Thunderwave* - *Time Stop* - *Toll the Dead* - *Tongues* - *Transport via Plants* - *Tree Stride* - *True Polymorph* - *True Resurrection* - *True Seeing* - *True Strike* - *Tsunami* - *Unseen Servant* - *Vampiric Touch* - *Vicious Mockery* - *Vitriolic Sphere* - *Wall of Fire* - *Wall of Force* - *Wall of Ice* - *Wall of Stone* - *Wall of Thorns* - *Warding Bond* - *Water Breathing* - *Water Walk* - *Web* - *Weird* - *Wind Walk* - *Wind Wall* - *Wish* - *Witch Bolt* - *Word of Radiance* - *Word of Recall* - *Wrathful Smite* - *Yolande's Regal Presence* - *Zone of Truth* ------ # Appendix A: The Multiverse This appendix provides an overview of the multiverse, the overarching reality that encompasses D&D's countless worlds and adventures. These realms are explored in greater detail in the *Dungeon Master's Guide*, along with other planes like the Far Realm, Negative Plane, and Positive Plane. ![](img/book/XPHB/231-10-001.the-multiverse.webp) ## The Material Realms The philosophical and elemental forces of reality converge to create the following planes of existence: - **Material Plane.** Most D&D adventures take place on the Material Plane, which holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There's also room for any world your group creates. Magic and physical laws shape this plane's diverse worlds. - **Feywild.** This vibrant, idealized realm brims with life and emotion, which are most intense in the realm's Domains of Delight. - **Shadowfell.** This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread. ## Transitive Planes The transitive planes serve as paths between planes: - **Astral Plane.** This endless, silvery expanse links the Material Plane and the Outer Planes. Whole civilizations have arisen in this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels. - **Ethereal Plane.** This ghostly realm connects the Material Plane and the Inner Planes. The region where the Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond. ## The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: - **Elemental Plane of Air.** Winds blow clouds and floating islands across this boundless sky. - **Elemental Plane of Earth.** This maze of caverns winds through stone and untold mineral riches. - **Elemental Plane of Fire.** An everlasting inferno, this realm blazes with life on volcanic islands. - **Elemental Plane of Water.** This bottomless ocean churns with mysterious sea life. - **Elemental Chaos.** Here on the fringes of the Inner Planes, elemental forces clash unpredictably. - **Para-Elemental Planes.** In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze. ## The Outer Planes Realms where ideas take form and spirits spend their afterlives, the Outer Planes are the homes of immortals. The following locations compose the Outer Planes: - **Sigil.** Sigil, the City of Doors, is a metropolis rather than a plane at the center of the Outer Planes. Here portals lead throughout the multiverse, and the enigmatic Lady of Pain maintains order. - **Outlands.** Influences from the other Outer Planes converge in the Outlands, where portals lead to those planes. At the Outlands' center rises the Spire, a pillar atop which floats Sigil. - **Other Outer Planes.** These planes are listed on the Outer Planes table. Some are paradises, some are nightmare realms, and some are more bizarre. Each is dominated by forces that embody one or more of the alignments described in *chapter 2*. ##### Outer Planes | Outer Plane | Alignment | |----------------|-------------------------------| | Abyss | Chaotic Evil | | Acheron | Lawful Evil, Lawful Neutral | | Arborea | Chaotic Good | | Arcadia | Lawful Good, Lawful Neutral | | Beastlands | Chaotic Good, Neutral Good | | Bytopia | Lawful Good, Neutral Good | | Carceri | Chaotic Evil, Neutral Evil | | Elysium | Neutral Good | | Gehenna | Lawful Evil, Neutral Evil | | Hades | Neutral Evil | | Limbo | Chaotic Neutral | | Mechanus | Lawful Neutral | | Mount Celestia | Lawful Good | | Nine Hells | Lawful Evil | | Outlands | Neutral | | Pandemonium | Chaotic Evil, Chaotic Neutral | | Ysgard | Chaotic Good, Chaotic Neutral | ------ # Appendix B: Creature Stat Blocks This appendix provides stat blocks for creatures mentioned elsewhere in the book, particularly in the class, equipment, and spell chapters. See the *rules glossary* for how to read a stat block, and see the *Monster Manual* for even more creatures. The following stat blocks are presented in alphabetical order. When the Dungeon Master uses a stat block, the DM may change details in it. - **Ape** - **Badger** - **Bat** - **Black Bear** - **Boar** - **Brown Bear** - **Camel** - **Cat** - **Constrictor Snake** - **Crab** - **Crocodile** - **Dire Wolf** - **Draft Horse** - **Elephant** - **Elk** - **Frog** - **Giant Badger** - **Giant Crab** - **Giant Goat** - **Giant Seahorse** - **Giant Spider** - **Giant Weasel** - **Goat** - **Hawk** - **Imp** - **Lion** - **Lizard** - **Mastiff** - **Mule** - **Octopus** - **Owl** - **Panther** - **Pony** - **Pseudodragon** - **Quasit** - **Rat** - **Raven** - **Reef Shark** - **Riding Horse** - **Scorpion** - **Skeleton** - **Slaad Tadpole** - **Sphinx of Wonder** - **Spider** - **Sprite** - **Tiger** - **Venomous Snake** - **Warhorse** - **Weasel** - **Wolf** - **Zombie** ------ # Rules Glossary ## Glossary Conventions The glossary uses the following conventions: - **Tags in Brackets.** Some entries have a tag in brackets after the entry's name, as in "Attack [Action]." A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. - **"You.** " The game's rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That "you" refers to the creature or object that the rule applies to in a particular moment of play. For example, the "you" in the Prone condition is a creature that currently has that condition. - **"See Also.** " Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. - **No Obsolete Terms.** The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. - **Abbreviations.** The abbreviations listed below appear in this glossary and elsewhere in the rules. | | | |-----:|---------------------| | AC | Armor Class | | C | Concentration | | CE | Chaotic Evil | | CG | Chaotic Good | | Cha. | Charisma | | CN | Chaotic Neutral | | Con. | Constitution | | CP | Copper Piece(s) | | CR | Challenge Rating | | DC | Difficulty Class | | Dex. | Dexterity | | DM | Dungeon Master | | EP | Electrum Piece(s) | | GP | Gold Piece(s) | | HP | Hit Point(s) | | Int. | Intelligence | | LE | Lawful Evil | | LG | Lawful Good | | LN | Lawful Neutral | | M | Material component | | N | Neutral | | NE | Neutral Evil | | NG | Neutral Good | | NPC | Nonplayer character | | PB | Proficiency Bonus | | PP | Platinum Piece(s) | | R | Ritual | | S | Somatic component | | SP | Silver Piece(s) | | Str. | Strength | | V | Verbal component | | Wis. | Wisdom | | XP | Experience Point(s) | ![](img/book/XPHB/246-12-001.dungeon-border.webp) ## Rules Definitions Here are definitions of various rules. <table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Ability Check</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Ability Check|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="ability%20check_xphb" data-rd-name="Ability Check" data-rd-display-name="Ability Check" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#ability%20check_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="ability%20check_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Ability Check</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Ability Score and Modifier</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Ability Score and Modifier|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="ability%20score%20and%20modifier_xphb" data-rd-name="Ability Score and Modifier" data-rd-display-name="Ability Score and Modifier" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#ability%20score%20and%20modifier_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="ability%20score%20and%20modifier_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Ability Score and Modifier</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Action</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Action|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="action_xphb" data-rd-name="Action" data-rd-display-name="Action" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#action_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="action_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Action</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Advantage</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Advantage|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="advantage_xphb" data-rd-name="Advantage" data-rd-display-name="Advantage" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#advantage_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="advantage_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Advantage</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Adventure</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Adventure|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="adventure_xphb" data-rd-name="Adventure" data-rd-display-name="Adventure" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#adventure_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="adventure_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Adventure</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Alignment</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Alignment|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="alignment_xphb" data-rd-name="Alignment" data-rd-display-name="Alignment" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#alignment_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="alignment_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Alignment</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Ally</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Ally|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="ally_xphb" data-rd-name="Ally" data-rd-display-name="Ally" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#ally_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="ally_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Ally</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Area of Effect</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Area of Effect|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="area%20of%20effect_xphb" data-rd-name="Area of Effect" data-rd-display-name="Area of Effect" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#area%20of%20effect_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="area%20of%20effect_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Area of Effect</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Armor Class</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Armor Class|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="armor%20class_xphb" data-rd-name="Armor Class" data-rd-display-name="Armor Class" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#armor%20class_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="armor%20class_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Armor Class</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Armor Training</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Armor Training|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="armor%20training_xphb" data-rd-name="Armor Training" data-rd-display-name="Armor Training" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#armor%20training_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="armor%20training_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Armor Training</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Attack</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Attack|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="attack_xphb" data-rd-name="Attack" data-rd-display-name="Attack" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#attack_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="attack_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Attack</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Attack Roll</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Attack Roll|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="attack%20roll_xphb" data-rd-name="Attack Roll" data-rd-display-name="Attack Roll" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#attack%20roll_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="attack%20roll_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Attack Roll</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Attitude</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Attitude|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="attitude_xphb" data-rd-name="Attitude" data-rd-display-name="Attitude" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#attitude_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="attitude_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Attitude</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Attunement</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Attunement|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="attunement_xphb" data-rd-name="Attunement" data-rd-display-name="Attunement" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#attunement_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="attunement_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Attunement</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Blinded</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Blinded|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="blinded_xphb" data-rd-name="Blinded" data-rd-display-name="Blinded" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#blinded_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="blinded_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Blinded</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Blindsight</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="sense" data-rd-uid="Blindsight|XPHB" data-rd-page="sense" data-rd-source="XPHB" data-rd-hash="blindsight_xphb" data-rd-name="Blindsight" data-rd-display-name="Blindsight" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <span class="help help--hover" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="sense" data-vet-source="XPHB" data-vet-hash="blindsight_xphb" data-vet-is-faux-page="true" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Blindsight</span>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Bloodied</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Bloodied|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="bloodied_xphb" data-rd-name="Bloodied" data-rd-display-name="Bloodied" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#bloodied_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="bloodied_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Bloodied</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Bonus Action</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Bonus Action|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="bonus%20action_xphb" data-rd-name="Bonus Action" data-rd-display-name="Bonus Action" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#bonus%20action_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="bonus%20action_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Bonus Action</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Breaking Objects</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Breaking Objects|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="breaking%20objects_xphb" data-rd-name="Breaking Objects" data-rd-display-name="Breaking Objects" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#breaking%20objects_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="breaking%20objects_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Breaking Objects</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Bright Light</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Bright Light|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="bright%20light_xphb" data-rd-name="Bright Light" data-rd-display-name="Bright Light" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#bright%20light_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="bright%20light_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Bright Light</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Burning</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="hazard" data-rd-uid="Burning|XPHB" data-rd-page="trapshazards.html" data-rd-source="XPHB" data-rd-hash="burning_xphb" data-rd-name="Burning" data-rd-display-name="Burning" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="trapshazards.html#burning_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="trapshazards.html" data-vet-source="XPHB" data-vet-hash="burning_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Burning</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Burrow Speed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Burrow Speed|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="burrow%20speed_xphb" data-rd-name="Burrow Speed" data-rd-display-name="Burrow Speed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#burrow%20speed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="burrow%20speed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Burrow Speed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Campaign</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Campaign|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="campaign_xphb" data-rd-name="Campaign" data-rd-display-name="Campaign" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#campaign_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="campaign_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Campaign</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Cantrip</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Cantrip|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="cantrip_xphb" data-rd-name="Cantrip" data-rd-display-name="Cantrip" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#cantrip_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="cantrip_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Cantrip</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Carrying Capacity</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Carrying Capacity|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="carrying%20capacity_xphb" data-rd-name="Carrying Capacity" data-rd-display-name="Carrying Capacity" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#carrying%20capacity_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="carrying%20capacity_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Carrying Capacity</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Challenge Rating</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Challenge Rating|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="challenge%20rating_xphb" data-rd-name="Challenge Rating" data-rd-display-name="Challenge Rating" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#challenge%20rating_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="challenge%20rating_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Challenge Rating</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Character Sheet</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Character Sheet|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="character%20sheet_xphb" data-rd-name="Character Sheet" data-rd-display-name="Character Sheet" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#character%20sheet_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="character%20sheet_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Character Sheet</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Charmed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Charmed|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="charmed_xphb" data-rd-name="Charmed" data-rd-display-name="Charmed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#charmed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="charmed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Charmed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Climbing</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Climbing|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="climbing_xphb" data-rd-name="Climbing" data-rd-display-name="Climbing" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#climbing_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="climbing_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Climbing</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Climb Speed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Climb Speed|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="climb%20speed_xphb" data-rd-name="Climb Speed" data-rd-display-name="Climb Speed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#climb%20speed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="climb%20speed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Climb Speed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Concentration</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="status" data-rd-uid="Concentration|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="concentration_xphb" data-rd-name="Concentration" data-rd-display-name="Concentration" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#concentration_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="concentration_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Concentration</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Condition</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Condition|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="condition_xphb" data-rd-name="Condition" data-rd-display-name="Condition" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#condition_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="condition_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Condition</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Cone [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Cone [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="cone%20%5barea%20of%20effect%5d_xphb" data-rd-name="Cone [Area of Effect]" data-rd-display-name="Cone [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#cone%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="cone%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Cone [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Cover</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Cover|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="cover_xphb" data-rd-name="Cover" data-rd-display-name="Cover" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#cover_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="cover_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Cover</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Crawling</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Crawling|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="crawling_xphb" data-rd-name="Crawling" data-rd-display-name="Crawling" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#crawling_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="crawling_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Crawling</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Creature</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Creature|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="creature_xphb" data-rd-name="Creature" data-rd-display-name="Creature" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#creature_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="creature_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Creature</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Creature Type</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Creature Type|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="creature%20type_xphb" data-rd-name="Creature Type" data-rd-display-name="Creature Type" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#creature%20type_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="creature%20type_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Creature Type</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Critical Hit</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Critical Hit|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="critical%20hit_xphb" data-rd-name="Critical Hit" data-rd-display-name="Critical Hit" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#critical%20hit_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="critical%20hit_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Critical Hit</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Cube [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Cube [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="cube%20%5barea%20of%20effect%5d_xphb" data-rd-name="Cube [Area of Effect]" data-rd-display-name="Cube [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#cube%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="cube%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Cube [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Curses</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Curses|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="curses_xphb" data-rd-name="Curses" data-rd-display-name="Curses" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#curses_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="curses_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Curses</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Cylinder [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Cylinder [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="cylinder%20%5barea%20of%20effect%5d_xphb" data-rd-name="Cylinder [Area of Effect]" data-rd-display-name="Cylinder [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#cylinder%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="cylinder%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Cylinder [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">D20 Test</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="D20 Test|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="d20%20test_xphb" data-rd-name="D20 Test" data-rd-display-name="D20 Test" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#d20%20test_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="d20%20test_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >D20 Test</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Damage</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Damage|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="damage_xphb" data-rd-name="Damage" data-rd-display-name="Damage" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#damage_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="damage_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Damage</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Damage Roll</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Damage Roll|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="damage%20roll_xphb" data-rd-name="Damage Roll" data-rd-display-name="Damage Roll" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#damage%20roll_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="damage%20roll_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Damage Roll</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Damage Threshold</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Damage Threshold|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="damage%20threshold_xphb" data-rd-name="Damage Threshold" data-rd-display-name="Damage Threshold" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#damage%20threshold_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="damage%20threshold_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Damage Threshold</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Damage Types</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Damage Types|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="damage%20types_xphb" data-rd-name="Damage Types" data-rd-display-name="Damage Types" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#damage%20types_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="damage%20types_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Damage Types</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Darkness</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Darkness|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="darkness_xphb" data-rd-name="Darkness" data-rd-display-name="Darkness" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#darkness_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="darkness_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Darkness</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Darkvision</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="sense" data-rd-uid="Darkvision|XPHB" data-rd-page="sense" data-rd-source="XPHB" data-rd-hash="darkvision_xphb" data-rd-name="Darkvision" data-rd-display-name="Darkvision" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <span class="help help--hover" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="sense" data-vet-source="XPHB" data-vet-hash="darkvision_xphb" data-vet-is-faux-page="true" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Darkvision</span>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Dash</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Dash|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="dash_xphb" data-rd-name="Dash" data-rd-display-name="Dash" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#dash_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="dash_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Dash</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Dead</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Dead|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="dead_xphb" data-rd-name="Dead" data-rd-display-name="Dead" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#dead_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="dead_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Dead</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Deafened</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Deafened|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="deafened_xphb" data-rd-name="Deafened" data-rd-display-name="Deafened" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#deafened_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="deafened_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Deafened</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Death Saving Throw</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Death Saving Throw|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="death%20saving%20throw_xphb" data-rd-name="Death Saving Throw" data-rd-display-name="Death Saving Throw" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#death%20saving%20throw_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="death%20saving%20throw_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Death Saving Throw</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Dehydration</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="hazard" data-rd-uid="Dehydration|XPHB" data-rd-page="trapshazards.html" data-rd-source="XPHB" data-rd-hash="dehydration_xphb" data-rd-name="Dehydration" data-rd-display-name="Dehydration" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="trapshazards.html#dehydration_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="trapshazards.html" data-vet-source="XPHB" data-vet-hash="dehydration_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Dehydration</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Difficult Terrain</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Difficult Terrain|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="difficult%20terrain_xphb" data-rd-name="Difficult Terrain" data-rd-display-name="Difficult Terrain" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#difficult%20terrain_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="difficult%20terrain_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Difficult Terrain</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Difficulty Class</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Difficulty Class|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="difficulty%20class_xphb" data-rd-name="Difficulty Class" data-rd-display-name="Difficulty Class" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#difficulty%20class_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="difficulty%20class_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Difficulty Class</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Dim Light</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Dim Light|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="dim%20light_xphb" data-rd-name="Dim Light" data-rd-display-name="Dim Light" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#dim%20light_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="dim%20light_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Dim Light</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Disadvantage</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Disadvantage|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="disadvantage_xphb" data-rd-name="Disadvantage" data-rd-display-name="Disadvantage" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#disadvantage_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="disadvantage_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Disadvantage</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Disengage</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Disengage|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="disengage_xphb" data-rd-name="Disengage" data-rd-display-name="Disengage" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#disengage_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="disengage_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Disengage</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Dodge</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Dodge|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="dodge_xphb" data-rd-name="Dodge" data-rd-display-name="Dodge" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#dodge_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="dodge_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Dodge</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Emanation [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Emanation [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="emanation%20%5barea%20of%20effect%5d_xphb" data-rd-name="Emanation [Area of Effect]" data-rd-display-name="Emanation [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#emanation%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="emanation%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Emanation [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Encounter</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Encounter|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="encounter_xphb" data-rd-name="Encounter" data-rd-display-name="Encounter" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#encounter_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="encounter_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Encounter</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Enemy</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Enemy|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="enemy_xphb" data-rd-name="Enemy" data-rd-display-name="Enemy" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#enemy_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="enemy_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Enemy</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Exhaustion</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Exhaustion|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="exhaustion_xphb" data-rd-name="Exhaustion" data-rd-display-name="Exhaustion" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#exhaustion_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="exhaustion_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Exhaustion</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Experience Points</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Experience Points|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="experience%20points_xphb" data-rd-name="Experience Points" data-rd-display-name="Experience Points" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#experience%20points_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="experience%20points_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Experience Points</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Expertise</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Expertise|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="expertise_xphb" data-rd-name="Expertise" data-rd-display-name="Expertise" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#expertise_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="expertise_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Expertise</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Falling</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="hazard" data-rd-uid="Falling|XPHB" data-rd-page="trapshazards.html" data-rd-source="XPHB" data-rd-hash="falling_xphb" data-rd-name="Falling" data-rd-display-name="Falling" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="trapshazards.html#falling_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="trapshazards.html" data-vet-source="XPHB" data-vet-hash="falling_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Falling</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Flying</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Flying|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="flying_xphb" data-rd-name="Flying" data-rd-display-name="Flying" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#flying_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="flying_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Flying</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Fly Speed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Fly Speed|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="fly%20speed_xphb" data-rd-name="Fly Speed" data-rd-display-name="Fly Speed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#fly%20speed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="fly%20speed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Fly Speed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Friendly [Attitude]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Friendly [Attitude]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="friendly%20%5battitude%5d_xphb" data-rd-name="Friendly [Attitude]" data-rd-display-name="Friendly [Attitude]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#friendly%20%5battitude%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="friendly%20%5battitude%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Friendly [Attitude]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Frightened</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Frightened|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="frightened_xphb" data-rd-name="Frightened" data-rd-display-name="Frightened" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#frightened_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="frightened_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Frightened</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Grappled</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Grappled|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="grappled_xphb" data-rd-name="Grappled" data-rd-display-name="Grappled" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#grappled_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="grappled_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Grappled</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Grappling</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Grappling|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="grappling_xphb" data-rd-name="Grappling" data-rd-display-name="Grappling" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#grappling_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="grappling_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Grappling</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hazard</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Hazard|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="hazard_xphb" data-rd-name="Hazard" data-rd-display-name="Hazard" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#hazard_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="hazard_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hazard</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Healing</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Healing|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="healing_xphb" data-rd-name="Healing" data-rd-display-name="Healing" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#healing_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="healing_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Healing</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Heavily Obscured</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Heavily Obscured|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="heavily%20obscured_xphb" data-rd-name="Heavily Obscured" data-rd-display-name="Heavily Obscured" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#heavily%20obscured_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="heavily%20obscured_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Heavily Obscured</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Help</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Help|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="help_xphb" data-rd-name="Help" data-rd-display-name="Help" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#help_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="help_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Help</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Heroic Inspiration</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Heroic Inspiration|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="heroic%20inspiration_xphb" data-rd-name="Heroic Inspiration" data-rd-display-name="Heroic Inspiration" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#heroic%20inspiration_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="heroic%20inspiration_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Heroic Inspiration</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hide</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Hide|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="hide_xphb" data-rd-name="Hide" data-rd-display-name="Hide" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#hide_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="hide_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hide</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">High Jump</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="High Jump|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="high%20jump_xphb" data-rd-name="High Jump" data-rd-display-name="High Jump" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#high%20jump_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="high%20jump_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >High Jump</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hit Point Dice</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Hit Point Dice|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="hit%20point%20dice_xphb" data-rd-name="Hit Point Dice" data-rd-display-name="Hit Point Dice" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#hit%20point%20dice_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="hit%20point%20dice_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hit Point Dice</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hit Points</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Hit Points|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="hit%20points_xphb" data-rd-name="Hit Points" data-rd-display-name="Hit Points" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#hit%20points_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="hit%20points_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hit Points</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hostile [Attitude]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Hostile [Attitude]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="hostile%20%5battitude%5d_xphb" data-rd-name="Hostile [Attitude]" data-rd-display-name="Hostile [Attitude]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#hostile%20%5battitude%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="hostile%20%5battitude%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hostile [Attitude]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Hover</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Hover|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="hover_xphb" data-rd-name="Hover" data-rd-display-name="Hover" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#hover_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="hover_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Hover</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Illusions</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Illusions|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="illusions_xphb" data-rd-name="Illusions" data-rd-display-name="Illusions" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#illusions_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="illusions_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Illusions</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Immunity</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Immunity|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="immunity_xphb" data-rd-name="Immunity" data-rd-display-name="Immunity" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#immunity_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="immunity_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Immunity</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Improvised Weapons</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Improvised Weapons|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="improvised%20weapons_xphb" data-rd-name="Improvised Weapons" data-rd-display-name="Improvised Weapons" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#improvised%20weapons_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="improvised%20weapons_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Improvised Weapons</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Incapacitated</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Incapacitated|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="incapacitated_xphb" data-rd-name="Incapacitated" data-rd-display-name="Incapacitated" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#incapacitated_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="incapacitated_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Incapacitated</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Indifferent [Attitude]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Indifferent [Attitude]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="indifferent%20%5battitude%5d_xphb" data-rd-name="Indifferent [Attitude]" data-rd-display-name="Indifferent [Attitude]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#indifferent%20%5battitude%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="indifferent%20%5battitude%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Indifferent [Attitude]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Influence</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Influence|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="influence_xphb" data-rd-name="Influence" data-rd-display-name="Influence" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#influence_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="influence_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Influence</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Initiative</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Initiative|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="initiative_xphb" data-rd-name="Initiative" data-rd-display-name="Initiative" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#initiative_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="initiative_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Initiative</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Invisible</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Invisible|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="invisible_xphb" data-rd-name="Invisible" data-rd-display-name="Invisible" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#invisible_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="invisible_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Invisible</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Jumping</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Jumping|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="jumping_xphb" data-rd-name="Jumping" data-rd-display-name="Jumping" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#jumping_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="jumping_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Jumping</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Knocking Out a Creature</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Knocking Out a Creature|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="knocking%20out%20a%20creature_xphb" data-rd-name="Knocking Out a Creature" data-rd-display-name="Knocking Out a Creature" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#knocking%20out%20a%20creature_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="knocking%20out%20a%20creature_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Knocking Out a Creature</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Lightly Obscured</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Lightly Obscured|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="lightly%20obscured_xphb" data-rd-name="Lightly Obscured" data-rd-display-name="Lightly Obscured" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#lightly%20obscured_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="lightly%20obscured_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Lightly Obscured</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Line [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Line [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="line%20%5barea%20of%20effect%5d_xphb" data-rd-name="Line [Area of Effect]" data-rd-display-name="Line [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#line%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="line%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Line [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Long Jump</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Long Jump|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="long%20jump_xphb" data-rd-name="Long Jump" data-rd-display-name="Long Jump" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#long%20jump_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="long%20jump_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Long Jump</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Long Rest</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Long Rest|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="long%20rest_xphb" data-rd-name="Long Rest" data-rd-display-name="Long Rest" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#long%20rest_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="long%20rest_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Long Rest</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Magic</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Magic|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="magic_xphb" data-rd-name="Magic" data-rd-display-name="Magic" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#magic_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="magic_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Magic</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Magical Effect</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Magical Effect|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="magical%20effect_xphb" data-rd-name="Magical Effect" data-rd-display-name="Magical Effect" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#magical%20effect_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="magical%20effect_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Magical Effect</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Malnutrition</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="hazard" data-rd-uid="Malnutrition|XPHB" data-rd-page="trapshazards.html" data-rd-source="XPHB" data-rd-hash="malnutrition_xphb" data-rd-name="Malnutrition" data-rd-display-name="Malnutrition" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="trapshazards.html#malnutrition_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="trapshazards.html" data-vet-source="XPHB" data-vet-hash="malnutrition_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Malnutrition</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Monster</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Monster|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="monster_xphb" data-rd-name="Monster" data-rd-display-name="Monster" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#monster_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="monster_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Monster</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Nonplayer Character</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Nonplayer Character|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="nonplayer%20character_xphb" data-rd-name="Nonplayer Character" data-rd-display-name="Nonplayer Character" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#nonplayer%20character_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="nonplayer%20character_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Nonplayer Character</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Object</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Object|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="object_xphb" data-rd-name="Object" data-rd-display-name="Object" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#object_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="object_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Object</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Occupied Space</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Occupied Space|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="occupied%20space_xphb" data-rd-name="Occupied Space" data-rd-display-name="Occupied Space" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#occupied%20space_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="occupied%20space_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Occupied Space</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Opportunity Attack</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Opportunity Attack|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="opportunity%20attack_xphb" data-rd-name="Opportunity Attack" data-rd-display-name="Opportunity Attack" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#opportunity%20attack_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="opportunity%20attack_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Opportunity Attack</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Paralyzed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Paralyzed|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="paralyzed_xphb" data-rd-name="Paralyzed" data-rd-display-name="Paralyzed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#paralyzed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="paralyzed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Paralyzed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Passive Perception</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Passive Perception|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="passive%20perception_xphb" data-rd-name="Passive Perception" data-rd-display-name="Passive Perception" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#passive%20perception_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="passive%20perception_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Passive Perception</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Per Day</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Per Day|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="per%20day_xphb" data-rd-name="Per Day" data-rd-display-name="Per Day" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#per%20day_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="per%20day_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Per Day</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Petrified</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Petrified|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="petrified_xphb" data-rd-name="Petrified" data-rd-display-name="Petrified" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#petrified_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="petrified_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Petrified</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Player Character</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Player Character|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="player%20character_xphb" data-rd-name="Player Character" data-rd-display-name="Player Character" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#player%20character_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="player%20character_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Player Character</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Poisoned</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Poisoned|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="poisoned_xphb" data-rd-name="Poisoned" data-rd-display-name="Poisoned" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#poisoned_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="poisoned_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Poisoned</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Possession</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Possession|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="possession_xphb" data-rd-name="Possession" data-rd-display-name="Possession" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#possession_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="possession_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Possession</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Proficiency</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Proficiency|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="proficiency_xphb" data-rd-name="Proficiency" data-rd-display-name="Proficiency" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#proficiency_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="proficiency_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Proficiency</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Prone</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Prone|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="prone_xphb" data-rd-name="Prone" data-rd-display-name="Prone" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#prone_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="prone_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Prone</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Reaction</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Reaction|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="reaction_xphb" data-rd-name="Reaction" data-rd-display-name="Reaction" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#reaction_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="reaction_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Reaction</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Ready</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Ready|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="ready_xphb" data-rd-name="Ready" data-rd-display-name="Ready" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#ready_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="ready_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Ready</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Resistance</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Resistance|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="resistance_xphb" data-rd-name="Resistance" data-rd-display-name="Resistance" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#resistance_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="resistance_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Resistance</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Restrained</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Restrained|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="restrained_xphb" data-rd-name="Restrained" data-rd-display-name="Restrained" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#restrained_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="restrained_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Restrained</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Ritual</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Ritual|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="ritual_xphb" data-rd-name="Ritual" data-rd-display-name="Ritual" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#ritual_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="ritual_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Ritual</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Round Down</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Round Down|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="round%20down_xphb" data-rd-name="Round Down" data-rd-display-name="Round Down" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#round%20down_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="round%20down_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Round Down</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Save</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Save|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="save_xphb" data-rd-name="Save" data-rd-display-name="Save" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#save_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="save_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Save</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Saving Throw</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Saving Throw|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="saving%20throw_xphb" data-rd-name="Saving Throw" data-rd-display-name="Saving Throw" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#saving%20throw_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="saving%20throw_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Saving Throw</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Search</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Search|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="search_xphb" data-rd-name="Search" data-rd-display-name="Search" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#search_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="search_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Search</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Shape-Shifting</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Shape-Shifting|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="shape-shifting_xphb" data-rd-name="Shape-Shifting" data-rd-display-name="Shape-Shifting" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#shape-shifting_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="shape-shifting_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Shape-Shifting</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Short Rest</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Short Rest|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="short%20rest_xphb" data-rd-name="Short Rest" data-rd-display-name="Short Rest" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#short%20rest_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="short%20rest_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Short Rest</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Simultaneous Effects</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Simultaneous Effects|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="simultaneous%20effects_xphb" data-rd-name="Simultaneous Effects" data-rd-display-name="Simultaneous Effects" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#simultaneous%20effects_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="simultaneous%20effects_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Simultaneous Effects</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Size</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Size|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="size_xphb" data-rd-name="Size" data-rd-display-name="Size" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#size_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="size_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Size</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Skill</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Skill|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="skill_xphb" data-rd-name="Skill" data-rd-display-name="Skill" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#skill_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="skill_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Skill</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Speed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Speed|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="speed_xphb" data-rd-name="Speed" data-rd-display-name="Speed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#speed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="speed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Speed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Spell</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Spell|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="spell_xphb" data-rd-name="Spell" data-rd-display-name="Spell" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#spell_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="spell_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Spell</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Spell Attack</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Spell Attack|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="spell%20attack_xphb" data-rd-name="Spell Attack" data-rd-display-name="Spell Attack" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#spell%20attack_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="spell%20attack_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Spell Attack</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Spellcasting Focus</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Spellcasting Focus|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="spellcasting%20focus_xphb" data-rd-name="Spellcasting Focus" data-rd-display-name="Spellcasting Focus" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#spellcasting%20focus_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="spellcasting%20focus_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Spellcasting Focus</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Sphere [Area of Effect]</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Sphere [Area of Effect]|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="sphere%20%5barea%20of%20effect%5d_xphb" data-rd-name="Sphere [Area of Effect]" data-rd-display-name="Sphere [Area of Effect]" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#sphere%20%5barea%20of%20effect%5d_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="sphere%20%5barea%20of%20effect%5d_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Sphere [Area of Effect]</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Stable</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Stable|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="stable_xphb" data-rd-name="Stable" data-rd-display-name="Stable" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#stable_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="stable_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Stable</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Stat Block</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Stat Block|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="stat%20block_xphb" data-rd-name="Stat Block" data-rd-display-name="Stat Block" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#stat%20block_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="stat%20block_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Stat Block</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Study</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Study|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="study_xphb" data-rd-name="Study" data-rd-display-name="Study" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#study_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="study_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Study</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Stunned</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Stunned|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="stunned_xphb" data-rd-name="Stunned" data-rd-display-name="Stunned" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#stunned_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="stunned_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Stunned</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Suffocation</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="hazard" data-rd-uid="Suffocation|XPHB" data-rd-page="trapshazards.html" data-rd-source="XPHB" data-rd-hash="suffocation_xphb" data-rd-name="Suffocation" data-rd-display-name="Suffocation" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="trapshazards.html#suffocation_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="trapshazards.html" data-vet-source="XPHB" data-vet-hash="suffocation_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Suffocation</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Surprised</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="status" data-rd-uid="Surprised|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="surprised_xphb" data-rd-name="Surprised" data-rd-display-name="Surprised" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#surprised_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="surprised_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Surprised</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Swimming</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Swimming|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="swimming_xphb" data-rd-name="Swimming" data-rd-display-name="Swimming" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#swimming_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="swimming_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Swimming</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Swim Speed</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Swim Speed|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="swim%20speed_xphb" data-rd-name="Swim Speed" data-rd-display-name="Swim Speed" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#swim%20speed_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="swim%20speed_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Swim Speed</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Target</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Target|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="target_xphb" data-rd-name="Target" data-rd-display-name="Target" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#target_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="target_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Target</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Telepathy</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Telepathy|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="telepathy_xphb" data-rd-name="Telepathy" data-rd-display-name="Telepathy" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#telepathy_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="telepathy_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Telepathy</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Teleportation</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Teleportation|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="teleportation_xphb" data-rd-name="Teleportation" data-rd-display-name="Teleportation" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#teleportation_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="teleportation_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Teleportation</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Temporary Hit Points</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Temporary Hit Points|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="temporary%20hit%20points_xphb" data-rd-name="Temporary Hit Points" data-rd-display-name="Temporary Hit Points" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#temporary%20hit%20points_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="temporary%20hit%20points_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Temporary Hit Points</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Tremorsense</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="sense" data-rd-uid="Tremorsense|XPHB" data-rd-page="sense" data-rd-source="XPHB" data-rd-hash="tremorsense_xphb" data-rd-name="Tremorsense" data-rd-display-name="Tremorsense" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <span class="help help--hover" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="sense" data-vet-source="XPHB" data-vet-hash="tremorsense_xphb" data-vet-is-faux-page="true" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Tremorsense</span>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Truesight</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="sense" data-rd-uid="Truesight|XPHB" data-rd-page="sense" data-rd-source="XPHB" data-rd-hash="truesight_xphb" data-rd-name="Truesight" data-rd-display-name="Truesight" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <span class="help help--hover" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="sense" data-vet-source="XPHB" data-vet-hash="truesight_xphb" data-vet-is-faux-page="true" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Truesight</span>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Unarmed Strike</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Unarmed Strike|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="unarmed%20strike_xphb" data-rd-name="Unarmed Strike" data-rd-display-name="Unarmed Strike" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#unarmed%20strike_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="unarmed%20strike_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Unarmed Strike</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Unconscious</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="condition" data-rd-uid="Unconscious|XPHB" data-rd-page="conditionsdiseases.html" data-rd-source="XPHB" data-rd-hash="unconscious_xphb" data-rd-name="Unconscious" data-rd-display-name="Unconscious" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="conditionsdiseases.html#unconscious_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="conditionsdiseases.html" data-vet-source="XPHB" data-vet-hash="unconscious_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Unconscious</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Unoccupied Space</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Unoccupied Space|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="unoccupied%20space_xphb" data-rd-name="Unoccupied Space" data-rd-display-name="Unoccupied Space" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#unoccupied%20space_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="unoccupied%20space_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Unoccupied Space</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Utilize</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="action" data-rd-uid="Utilize|XPHB" data-rd-page="actions.html" data-rd-source="XPHB" data-rd-hash="utilize_xphb" data-rd-name="Utilize" data-rd-display-name="Utilize" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="actions.html#utilize_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="actions.html" data-vet-source="XPHB" data-vet-hash="utilize_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Utilize</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Vulnerability</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Vulnerability|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="vulnerability_xphb" data-rd-name="Vulnerability" data-rd-display-name="Vulnerability" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#vulnerability_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="vulnerability_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Vulnerability</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Weapon</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Weapon|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="weapon_xphb" data-rd-name="Weapon" data-rd-display-name="Weapon" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#weapon_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="weapon_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Weapon</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table><table class="rd__b-special rd__b-data rd__b-data--stats"> <thead> <tr> <th class="rd__data-embed-header ve-text-left" colspan="6" data-rd-data-embed-header="true"> <div class="w-100 split-v-center"> <div class="ve-flex-v-center w-100 min-w-0"> <span class="rd__data-embed-name ve-hidden">Weapon Attack</span> <span class="rd__data-embed-name-expanded ve-text-right pr-2 w-100 "></span> </div> <span class="rd__data-embed-toggle">[–]</span> </div> </th> </tr> </thead><tbody class="" data-rd-embedded-data-render-target="true"><tr> <td colspan="6" data-rd-tag="variantrule" data-rd-uid="Weapon Attack|XPHB" data-rd-page="variantrules.html" data-rd-source="XPHB" data-rd-hash="weapon%20attack_xphb" data-rd-name="Weapon Attack" data-rd-display-name="Weapon Attack" data-rd-style="" data-rd-entry-data="{}"> <i>Loading <a href="variantrules.html#weapon%20attack_xphb" onmouseover="Renderer.hover.pHandleLinkMouseOver(event, this)" onmouseleave="Renderer.hover.handleLinkMouseLeave(event, this)" onmousemove="Renderer.hover.handleLinkMouseMove(event, this)" onclick="Renderer.hover.handleLinkClick(event, this)" ondragstart="Renderer.hover.handleLinkDragStart(event, this)" data-vet-page="variantrules.html" data-vet-source="XPHB" data-vet-hash="weapon%20attack_xphb" ontouchstart="Renderer.hover.handleTouchStart(event, this)" >Weapon Attack</a>...</i> <style onload="Renderer.events.handleLoad_inlineStatblock(this)"></style> </td> </tr></tbody></table> ------ # Credits - **Lead Designer:** Jeremy Crawford - **Designers:** Christopher Perkins, Ben Petrisor, F. Wesley Schneider, Ray Winninger, James Wyatt - **Rules Developers:** Jeremy Crawford (lead), Makenzie De Armas, Ben Petrisor - **Editors:** Janica Carter (lead), Judy Bauer, Adrian Ng, F. Wesley Schneider - **Playtest Analysts:** Ron Lundeen (lead), Dan Dillon, Ben Petrisor, Patrick Renie - **Art Directors:** Emi Tanji (lead), Josh Herman - **Graphic Designers:** Matt Cole (lead), Trystan Falcone, Trish Yochum - **Cover Illustrators:** Wylie Beckert, Tyler Jacobson - **Cartographers:** Francesca Baerald, Mike Schley - **Interior Illustrators:** Rob Alexander, David Astruga, Helge C. Balzer, Luca Bancone, Eric Belisle, Olivier Bernard, Zoltan Boros, Michael Broussard, Ignatius Budi, Dmitry Burmak, Ekaterina Burmak, Pedro Cardoso, Kai Carpenter, Clint Cearley, Javier Charro, Jedd Chevrier, Billy Christian, Tuan Duong Chu, Conceptopolis, CoupleOfKooks, Justine Cruz, Daarken, Nikki Dawes, Jonas De Ro, Yuhong Ding, Aldo Dominguez, Olga Drebas, Tomas Duchek, Jesper Ejsing, Wayne England, Martina Fackova, Aurore Folny, Evyn Fong, Jessica Fong, Gaboleps, Caroline Gariba, Michele Giorgi, Igor Grechanyi, John Grello, Leesha Hannigan, Patrik Hell, Nathaniel Himawan, Alexandre Honoré, Ralph Horsley, Jane Katsubo, Jonathan Kuo, Katerina Ladon, Néstor Ossandón Leal, Linda Lithen, Titus Lunter, Erel Maatita, Randall Mackey, Erion Makuo, Antonio José Manzanedo, Andrew Mar, Raluca Marinescu, Marcela Medeiros, Julia Metzger, Alexander Mokhov, Caio Monteiro, Calder Moore, Riccardo Moscatello, Martin Mottet, Jodie Muir, David Auden Nash, Irina Nordsol, Hinchel Or, Hector Ortiz, Alejandro Pacheco, Mike Pape, Borja Pindado, Andrea Piparo, Polar Engine, April Prime, Noor Rahman, Chris Rallis, Joshua Raphael, Aaron J. Riley, Denman Rooke, Hocheol Ryu, Fabià Sans, Chris Seaman, Alditha Siregar, Bryan Sola, Craig J Spearing, Justin Sweet, Kamila Szutenberg, Wisnu Tan, Brian Valeza, Randy Vargas, Adam Vehige, Magali Villeneuve, Kenny Vo, Lauren Walsh, Joseph Weston, Campbell White, Richard Whitters, Daneen Wilkerson, Zuzanna Wuzyk, Lixin Yin - **Concept Art Director:** Josh Herman - **Concept Artists:** Even Amundsen, Carlo Arellano, Michael Broussard, John Grello, Tyler Jacobson, 9B Collective, Noor Rahman - **Consultants:** Sarah Benjamin, Basheer Ghouse, Kayleigh Jones, James Mendez, Brian Powers, Pam Punzalan, Jason Schklar - **Additional Consultation:** Kyle Brink, Aaron Forsythe, Mark Heggen, Jay Jani, Chris Mooney, James Rose, Carl Sibley, Kale Stutzman - **Producers:** Dan Tovar (lead), Bill Benham, Siera Bruggeman, Robert Hawkey - **Print Operations Engineer:** Basil Hale, Scott West - **Imaging Technicians:** Daniel Corona, Meagan Kenreck, Kevin Yee - **Prepress Specialist:** Jefferson Dunlap - Includes revised content from *Xanathar's Guide to Everything* (2017) and *Tasha's Cauldron of Everything* (2020) - **Based on the Player's Handbook (2014) designed by:** Jeremy Crawford (lead), Bruce R. Cordell, Tom LaPille, Peter Lee, Mike Mearls, Robert J. Schwalb, Rodney Thompson, James Wyatt - **Building on the original game created by:** Gary Gygax and Dave Arneson and then developed by many others over the past 50 years ![](img/book/XPHB/credits.webp) ![On the Cover: Guided by a gold dragon, the elf queen Yolande and the heroes of Valor's Call test their bravery against evil in this daring scene illustrated by Tyler Jacobson.](img/book/XPHB/credits2.webp)![On the Alt-Cover: Nothing's better than sharing stories with friends. Heroes pause to share tea and tales with a gold dragon in this serene illustration from Wylie Beckert.](img/book/XPHB/credits3.webp)