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Adventuring

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Abilities

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Ability: Strength

  • Apply brute force to a situation.
  • Lift, push, pull, or break something.
  • Force your body through a space.
  • Force open a stuck, locked, or barred door.
  • Break free of bonds.
  • Push through a tunnel that is too small.
  • Hang on to a wagon while being dragged behind it.
  • Tip over a statue.
  • Keep a boulder from rolling.

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Ability: Strength (Athletics)

  • Succeed while climbing, jumping, or swimming.
  • Attempt to climb a sheer or slippery cliff.
  • Avoid hazards while scaling a wall.
  • Cling to a surface while something is trying to knock you off.
  • Jump an unusually long distance.
  • Pull off a stunt midjump.
  • Swim or stay afloat in treacherous cur­rents, storm-tossed waves, or areas of thick seaweed.
  • Withstand another creature trying to push or pull you underwa­ter or otherwise interfere with your swimming.

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Ability: Dexterity

  • Control a heavily laden cart on a steep descent.
  • Pick a lock.
  • Disable a trap.
  • Securely tie up a prisoner.
  • Wriggle free of bonds.
  • Play a stringed instrument.
  • Craft a small or detailed object.

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Ability: Dexterity (Acrobatics)

  • Move nimbly or quickly.
  • Keep from falling on tricky footing.
  • Stay on your feet in a tricky situation.
  • Run across a sheet of ice.
  • Balance on a tightrope.
  • Stay upright on a rocking ship's deck.
  • Perform acrobatic stunts, including dives, rolls, somersaults, and flips.

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Ability: Dexterity (Sleight of Hand)

  • Steer a chariot around a tight turn.
  • Attempt an act of legerdemain or manual trickery.
  • Plant something on someone else.
  • Conceal an object on your person.
  • Lift a coin purse off another person.
  • Slip something out of another person's pocket.

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Ability: Dexterity (Stealth)

  • Move quietly.
  • Conceal yourself from enemies.
  • Slink past guards.
  • Slip away without being noticed.
  • Sneak up on someone without being seen or heard.

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Ability: Constitution

  • Push beyond normal limits.
  • Hold your breath.
  • March or labor for hours without rest.
  • Go without sleep.
  • Survive without food or water.
  • Quaff an entire stein of ale in one go.

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Ability: Intelligence

  • Communicate with a creature without using words.
  • Estimate the value of a precious item.
  • Pull together a disguise to pass as a city guard.
  • Forge a document.
  • Recall lore about a craft or trade.
  • Win a game of skill.

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Ability: Intelligence (Arcana)

  • Recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
  • Identify or recall lore about aberrations, celestials, constructs, elementals, or fiends.

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Ability: Intelligence (History)

  • Recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
  • Identify or recall lore about dragons, giants, or humanoids.

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Ability: Intelligence (Investigation)

  • Draw on deductive reasoning.
  • Look around for clues and make deductions based on those clues.
  • Deduce the location of a hidden object
  • Discern from the appearance of a wound what kind of weapon dealt it.
  • Determine the weakest point in a tunnel that could cause it to collapse.
  • Pore through ancient scrolls in search of a hidden fragment of knowledge.

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Ability: Intelligence (Nature)

  • Recall lore about terrain, plants and animals, the weather, and natural cycles.
  • Identify or recall lore about beasts, fey, plants, or monstrosities.

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Ability: Intelligence (Religion)

  • Recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
  • Identify or recall lore about oozes or undead.

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Ability: Wisdom

  • Get a gut feeling about what course of action to follow.
  • Discern whether a seemingly dead or living creature is undead.

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Ability: Wisdom (Animal-Handling)

  • Calm down a domesticated animal.
  • Keep a mount from getting spooked.
  • Intuit an animal's intentions.
  • Control your mount when you attempt a risky maneuver.

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Ability: Wisdom (Insight)

  • Read body language.
  • Understand someone's feelings.
  • Determine the true intentions of a creature.
  • Search out a lie.
  • Predict someone's next move.
  • Glean clues from body language, speech habits, and changes in mannerisms.

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Ability: Wisdom (Medicine)

  • Care for an injured person.
  • Stabilize a dying companion.
  • Diagnose an illness.

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Ability: Wisdom (Perception)

  • Notice things about the circumstance.
  • Spot, hear, or otherwise detect the presence of something through your awareness of your surroundings and the keenness of your senses.
  • Hear a conversation through a closed door.
  • Eavesdrop under an open window.
  • Hear monsters moving stealthily in the forest.
  • Spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

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Ability: Wisdom (Survival)

  • Follow tracks.
  • Hunt wild game.
  • Guide your group through frozen wastelands.
  • Identify signs that owlbears live nearby.
  • Predict the weather.
  • Avoid quicksand and other natural hazards.

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Ability: Charisma

  • Make an impression.
  • Navigate a tricky social situation.
  • Find the best person to talk to for news, rumors, and gossip.
  • Blend into a crowd to get the sense of key topics of conversation.

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Ability: Charisma (Deception)

  • Convincingly hide the truth, either verbally or through your actions.
  • Mislead others through ambiguity or telling outright lies.
  • Fast-talk a guard.
  • Con a merchant.
  • Earn money through gambling.
  • Pass yourself off in a disguise.
  • Dull someone's suspicions with false assurances.
  • Maintain a straight face while telling a blatant lie.

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Ability: Charisma (Intimidation)

  • Influence someone through overt threats, hostile actions, and physical violence.
  • Pry information out of a prisoner.
  • Convince street thugs to back down from a confrontation.
  • Use the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

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Ability: Charisma (Performance)

  • Delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

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Ability: Charisma (Persuasion)

  • Influence someone or a group of people with tact, social graces, or good nature.
  • Act in good faith to foster friendships, make cordial requests, or exhibit proper etiquette.
  • Convince a chamberlain to let your party see the king.
  • Negotiate peace between warring tribes.
  • Inspire a crowd of townsfolk.

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Actions

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Action: Attack

  • The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
  • With this action, you make one melee or ranged attack.
  • Certain features, such as the Extra Attack feature, allow you to make more than one attack with this action.
  • When you attack a _target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the _target's location or you're _targeting a creature you can hear but not see.
  • If the _target isn't in the location you _targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the _target's location correctly.
  • When a creature can't see you, you have advantage on attack rolls against it. If you are hidden (both unseen and unheard) when you make an attack, you give away your location when the attack hits or misses.

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Action: Cast a Spell

  • Spellcasters have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

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Action: Climb onto a Bigger Creature

  • A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb.
  • After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the _target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the _target creature's space and clings to its body.
  • While in the _target's space, the smaller creature moves with the _target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain.
  • The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DM's discretion.
  • The larger creature can dislodge the smaller creature as an action by knocking it off, scraping it against a wall, or grabbing and throwing it by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

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Action: Dash

  • When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
  • Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

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Action: Disarm

  • A creature can use a weapon attack to knock a weapon or another item from a _target's grasp. The attacker makes an attack roll contested by the _target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
  • The attacker has disadvantage on its attack roll if the _target is holding the item with two or more hands.
  • The _target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

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Action: Disengage

  • If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

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Action: Dodge

  • When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
  • You lose this benefit if you are incapacitated or if your speed drops to 0.

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Action: Escape a Grapple

  • A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grappling creature's Strength (Athletics) check.

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Action: Grapple

  • When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple.
  • If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
  • The _target of your grapple must be no more than one size larger than you and must be within your reach.
  • Using at least one free hand, you try to seize the _target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the _target's Strength (Athletics) or Dexterity (Acrobatics) check (the _target chooses the ability to use).
  • You succeed auto­matically if the _target is incapacitated.
  • If you succeed, you subject the _target to the grappled condition.
  • You can release the _target whenever you like (no action required).
  • When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

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Action: Help

  • You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
  • Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the _target, or in some other way team up to make your ally's attack more effective. If your ally attacks the _target before your next turn, the first attack roll is made with advantage.

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Action: Hide

  • The DM decides when circumstances are appropriate for hid­ing.
  • When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide.
  • Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any crea­ture that actively searches for signs of your presence.
  • You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.
  • An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
  • In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
  • When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score.

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Action: Identify a Spell

  • A character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
  • If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell's level.
  • If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.

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Action: Opportunity Attack

  • In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
  • You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
  • To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
  • 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 someone or something moves you without using your movement, action, or reaction.

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Action: Overrun

  • When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature.
  • As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check.
  • The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.
  • If the mover wins the contest, it can move through the hostile creature's space once this turn.

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Action: Ready

  • Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
  • First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
  • When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
  • When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.

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Action: Search

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

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Action: Shove a Creature

  • Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you.
  • If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
  • The _target must be no more than one size larger than you and must be within your reach.
  • Instead of making an attack roll, you make a Strength (Athletics) check contested by the _target's Strength (Athletics) or Dexter­ity (Acrobatics) check (the _target chooses the ability to use).
  • You succeed automatically if the _target is incapac­itated.
  • If you succeed, you either knock the _target prone or push it 5 feet away from you.
  • You can attempt to shove the _target aside rather than away. You have disadvantage on your Strength (Athletics) check when you do so. If you succeed, you move the _target 5 feet to a different space within your reach.

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Action: Tumble

  • You can try to tumble through a hostile creature's space, ducking and weaving past the opponent.
  • As an action or a bonus action, you can make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check.
  • If you win the contest, you can move through the hostile creature's space once this turn.

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Action: Two-Weapon Fighting

  • When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.
  • You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

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Action: Use an Object

  • You can interact with one object or feature of the environment for free, during either your move or your action. For example, you can open a door during your move as you stride toward a foe, or you can draw your weapon as part of the same action you use to attack.
  • If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

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Conditions

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Condition: Blinded

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

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Condition: Charmed

  • A charmed creature can't attack the charmer or _target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

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Condition: Deafened

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

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Condition: Exhaustion

  • Some special abilities and circumstanceal hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
  • Exhaustion is measured in six levels:
    • Level 1: Disadvantage on ability checks.
    • Level 2: Speed halved.
    • Level 3: Disadvantage on attack rolls and saving throws.
    • Level 4: Hit point maximum halved.
    • Level 5: Speed reduced to 0.
    • Level 6: Death.
  • A creature suffers the effect of its current level of exhaus­tion as well as all lower levels.
  • If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
  • An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
  • Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
  • Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
  • Also, being raised from the dead reduces a creature's exhaustion level by 1.

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Condition: Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

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Condition: Grappled

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.

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Condition: Incapacitated

  • An incapacitated creature can't take actions or reactions.

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Condition: Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The crea­ture's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

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Condition: Paralyzed

  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

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Condition: Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

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Condition: Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

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Condition: Prone

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

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Condition: Restrained

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

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Condition: Squeezing

  • A creature can squeeze through a space that is large enough for a creature one size smaller than it.
  • While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
  • Attack rolls against the creature have advantage while it's in the smaller space.

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Condition: Stunned

  • A stunned creature is incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

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Condition: Suffocating

  • A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
  • When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Consti­tution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

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Condition: Unconscious

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a criti­cal hit if the attacker is within 5 feet of the creature.

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Circumstances

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Circumstance: Resting

  • Sleeping in light armor has no adverse effect on the wearer. That being said, when sleeping at an inn or similar "safe" place, you are generally assumed to be sleeping in nightwear rather than light armor.
  • When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter (rather than half) of your spent Hit Dice (minimum of one die), and if you have any levels of exhaustion, the long rest doesn't reduce your exhaustion level.
  • Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
  • Elves and warforged do not need to remove their armor during their Trance and Sentry's Rest, respectively.

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Circumstance: Jumping

  • Each foot you clear while jumping costs a foot of movement.
  • When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
  • When you make a long jump and land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
  • When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance.
  • When you make a high jump, you can extend your arms half your height above yourself during a high jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
  • In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher or further than you normally can.

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Circumstance: Falling

  • At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
  • If a creature is conscious when it falls, subtract the creature's running high jump distance (3 + Strength modifier in feet) from the distance it falls before calculating falling damage.
  • If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the Fly spell.
  • If a flying creature is conscious when it falls, subtract the creature's current flying speed from the distance it falls before calculating falling damage.
  • When a creature falls from a great height, it instantly descends up to 500 feet. If it's still falling on its next turn, it descends up to 500 feet at the end of that turn. This process continues until the fall ends, either because the creature hits the ground or the fall is otherwise halted.
  • If a conscious flying creature starts its turn falling due to being prone, it can use half of its current flying speed to end the prone condition and halt its fall, as if it were standing up in midair.
  • A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athlet­ics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any dam­age resulting from the fall is halved.
  • If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the fall­ ing creature.

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Circumstance: Cover

  • 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.
  • A _target with half cover has a +2 bonus to AC and Dexterity saving throws. A _target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
  • A _target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A _target has three­-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
  • A _target with total cover can't be _targeted directly by an attack or a spell, although some spells can reach such a _target by including it in an area of effect. A _target has total cover if it is completely concealed by an obstacle.

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Circumstance: Concealment and 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, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
  • In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
  • Darkness creates a heavily obscured area. Charac­ters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a sub­terranean vault, or in an area of magical darkness.
  • A heavily obscured area such as darkness, opaque fog, or dense foliage blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.

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Circumstance: Mounted Combat

  • A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount
  • Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.
  • If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it.
  • If you're knocked prone while mounted, you must make the same saving throw.
  • If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
  • If your mount provokes an opportunity attack while you're on it, the attacker can _target you or the mount.
  • While you're mounted, you can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
  • Controlling a mount:
    • You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.
    • The initiative of a controlled mount changes to match yours when you mount it.
    • A controlled mount moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
    • A controlled mount can move and act even on the turn that you mount it.
  • Independent mount:
    • An independent mount retains its place in the initiative order.
    • Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

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Circumstance: Underwater Combat

  • When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
  • A ranged weapon attack automatically misses a _target beyond the weapon's normal range. Even against a _target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a thrown javelin, spear, trident, or dart.
  • Creatures and objects that are fully immersed in water have resistance to fire damage.

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Wild Shape and Polymorph Beasts

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The following tables list all beasts (excluding swarms of beasts). The druid's Wild Shape feature and the Polymorph spell can be used to transform into these beasts.

Abbreviations:

  • Eber: Eberron: Rising from the Last War
  • MM: Monster Manual
  • Volo: Volo's Guide to Monsters

Wild Shape and Polymorph Beasts: Challenge Rating 0

CR Name Size Source
CR 0 Baboon (climb) Small MM 318
CR 0 Badger (burrow) Tiny MM 318
CR 0 Bat (fly) Tiny MM 318
CR 0 Beetle, fire, giant Small MM 325
CR 0 Cat (climb) Tiny MM 320
CR 0 Crab (swim) Tiny MM 320
CR 0 Deer Med. MM 321
CR 0 Eagle (fly) Small MM 322
CR 0 Frog (swim) Tiny MM 322
CR 0 Goat Med. MM 330
CR 0 Hawk (fly) Tiny MM 330
CR 0 Hyena Med. MM 331
CR 0 Jackal Small MM 331
CR 0 Lizard (climb) Tiny MM 332
CR 0 Octopus (swim) Small MM 333
CR 0 Owl (fly) Tiny MM 333
CR 0 Quipper (swim) Tiny MM 335
CR 0 Rat Tiny MM 335
CR 0 Rat, cranium Tiny Volo 133
CR 0 Raven (fly) Tiny MM 335
CR 0 Scorpion Tiny MM 337
CR 0 Sea horse (swim) Tiny MM 337
CR 0 Spider (climb) Tiny MM 337
CR 0 Vulture (fly) Med. MM 339
CR 0 Weasel Tiny MM 340

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Wild Shape and Polymorph Beasts: Challenge Rating ⅛

CR Name Size Source
CR ⅛ Camel Large MM 320
CR ⅛ Crab, giant (swim) Med. MM 324
CR ⅛ Dolphin (swim) Med. Volo 208
CR ⅛ Hawk, blood (fly) Small MM 319
CR ⅛ Mastiff Med. MM 332
CR ⅛ Mule Med. MM 333
CR ⅛ Pony Med. MM 335
CR ⅛ Rat, giant Small MM 327
CR ⅛ Snake, flying (swim) (fly) Tiny MM 322
CR ⅛ Snake, poisonous (swim) Tiny MM 334
CR ⅛ Stirge (fly) Tiny MM 284
CR ⅛ Weasel, giant Med. MM 329

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Wild Shape and Polymorph Beasts: Challenge Rating ¼

CR Name Size Source
CR ¼ Axe beak Large MM 317
CR ¼ Badger, giant (burrow) Med. MM 323
CR ¼ Bat, giant (fly) Large MM 323
CR ¼ Boar Med. MM 319
CR ¼ Centipede, giant (climb) Small MM 323
CR ¼ Cow Large Volo 207
CR ¼ Dinosaur, dimetrodon (swim) Med. Volo 139
CR ¼ Dinosaur, fastieth Med. Eber 289
CR ¼ Dinosaur, hadrosaurus Large Volo 140
CR ¼ Dinosaur, pteranodon (fly) Med. MM 80
CR ¼ Dinosaur, velociraptor Tiny Volo 140
CR ¼ Draft horse Large MM 321
CR ¼ Elk Large MM 322
CR ¼ Frog, giant (swim) Med. MM 325
CR ¼ Lizard, giant (climb) Large MM 326
CR ¼ Owl, giant (fly) Large MM 327
CR ¼ Ox Large Volo 207
CR ¼ Panther (climb) Med. MM 333
CR ¼ Riding horse Large MM 336
CR ¼ Rothé Large Volo 207
CR ¼ Rothé, deep Med. Volo 207
CR ¼ Snake, constrictor (swim) Large MM 320
CR ¼ Snake, poisonous, giant (swim) Med. MM 327
CR ¼ Spider, wolf, giant (climb) Med. MM 330
CR ¼ Wolf Med. MM 341

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Wild Shape and Polymorph Beasts: Challenge Rating ½

CR Name Size Source
CR ½ Ape (climb) Med. MM 317
CR ½ Bear, black (climb) Med. MM 318
CR ½ Crocodile (swim) Large MM 320
CR ½ Goat, giant Large MM 326
CR ½ Sea horse, giant (swim) Large MM 328
CR ½ Shark, reef (swim) Med. MM 336
CR ½ Warhorse Large MM 340
CR ½ Wasp, giant (fly) Med. MM 329

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Wild Shape and Polymorph Beasts: Challenge Rating 1

CR Name Size Source
CR 1 Bear, brown (climb) Large MM 319
CR 1 Dinosaur, clawfoot Med. Eber 289
CR 1 Dinosaur, deinonychus Med. Volo 139
CR 1 Eagle, giant (fly) Large MM 324
CR 1 Hyena, giant Large MM 326
CR 1 Lion Large MM 331
CR 1 Octopus, giant (swim) Large MM 326
CR 1 Spider, giant (climb) Large MM 328
CR 1 Tiger Large MM 339
CR 1 Toad, giant (swim) Large MM 329
CR 1 Vulture, giant (fly) Large MM 329
CR 1 Wolf, dire Large MM 321

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Wild Shape and Polymorph Beasts: Challenge Rating 2

CR Name Size Source
CR 2 Aurochs Large Volo 207
CR 2 Bear, cave (swim) Large MM 334
CR 2 Bear, polar (swim) Large MM 334
CR 2 Boar, giant Large MM 323
CR 2 Dinosaur, allosaurus Large MM 79
CR 2 Dinosaur, plesiosaurus (swim) Large MM 80
CR 2 Dinosaur, quetzalcoatlus (fly) Huge Volo 140
CR 2 Elk, giant Huge MM 325
CR 2 Rhinoceros Large MM 336
CR 2 Shark, hunter (swim) Large MM 330
CR 2 Snake, constrictor, giant (swim) Huge MM 324
CR 2 Tiger, saber-toothed Large MM 336

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Wild Shape and Polymorph Beasts: Challenge Rating 3+

CR Name Size Source
CR 3 Dinosaur, ankylosaurus Huge MM 79
CR 3 Killer whale (swim) Huge MM 331
CR 3 Scorpion, giant Large MM 327
CR 4 Dinosaur, stegosaurus Huge Volo 140
CR 4 Elephant Huge MM 322
CR 5 Crocodile, giant (swim) Huge MM 324
CR 5 Dinosaur, brontosaurus Garg. Volo 139
CR 5 Dinosaur, triceratops Huge MM 80
CR 5 Shark, giant (swim) Huge MM 328
CR 6 Mammoth Huge MM 332
CR 7 Ape, giant (climb) Huge MM 323
CR 8 Dinosaur, tyrannosaurus rex Huge MM 80

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