DRAGON ADVENTURES

D20 RPG BETA

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution

THE QUEST FOR THE GOLDEN ARROWS

Ability Scores & Combat

Using Ability Scores


Six  abilities  provide  a  quick  description  of  every
creature’s  physical  and  mental  characteristics:
• Strength,  measuring  physical  power
• Dexterity,  measuring  agility
• Constitution,  measuring  endurance
• Intelligence,  measuring  reasoning  and  memory
• Wisdom,  measuring  perception  and  insight
• Charisma,  measuring  force  of  personality
Is  a  character  muscle-­‐‑bound  and  insightful?  Brilliant
and  charming?  Nimble  and  hardy?  Ability  scores
define  these  qualities—a  creature’s  assets  as  well  as
weaknesses.
The  three  main  rolls  of  the  game—the  ability
check,  the  saving  throw,  and  the  attack  roll—rely  on
the  six  ability  scores.  The  book’s  introduction
describes  the  basic  rule  behind  these  rolls:  roll  a  d20,
add  an  ability  modifier  derived  from  one  of  the  six
ability  scores,  and  compare  the  total  to  a  target
number.
Ability Scores and Modifiers
Each  of  a  creature’s  abilities  has  a  score,  a  number
that  defines  the  magnitude  of  that  ability.  An  ability
score  is  not  just  a  measure  of  innate  capabilities,  but
also  encompasses  a  creature’s  training  and
competence  in  activities  related  to  that  ability.
A  score  of  10  or  11  is  the  normal  human  average,
but  adventurers  and  many  monsters  are  a  cut  above
average  in  most  abilities.  A  score  of  18  is  the  highest
that  a  person  usually  reaches.  Adventurers  can  have
scores  as  high  as  20,  and  monsters  and  divine  beings
can  have  scores  as  high  as  30.
Each  ability  also  has  a  modifier,  derived  from  the
score  and  ranging  from  −5  (for  an  ability  score  of  1)
to  +10  (for  a  score  of  30).  The  Ability  Scores  and
Modifiers  table  notes  the  ability  modifiers  for  the
range  of  possible  ability  scores,  from  1  to  30.
Ability  Scores  and  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
 To  determine  an  ability  modifier  without
consulting  the  table,  subtract  10  from  the  ability
score  and  then  divide  the  total  by  2  (round  down).
 Because  ability  modifiers  affect  almost  every
attack  roll,  ability  check,  and  saving  throw,  ability
modifiers  come  up  in  play  more  often  than  their
associated  scores.
Advantage and
Disadvantage
Sometimes  a  special  ability  or  spell  tells  you  that  you
have  advantage  or  disadvantage  on  an  ability  check,
a  saving  throw,  or  an  attack  roll.  When  that  happens,
you  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  a  17  and
a  5,  you  use  the  5.  If  you  instead  have  advantage  and
roll  those  numbers,  you  use  the  17.
 If  multiple  situations  affect  a  roll  and  each  one
grants  advantage  or  imposes  disadvantage  on  it,  you
don’t  roll  more  than  one  additional  d20.  If  two
favorable  situations  grant  advantage,  for  example,
you  still  roll  only  one  additional  d20.
 If  circumstances  cause  a  roll  to  have  both
advantage  and  disadvantage,  you  are  considered  to
have  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.
 When  you  have  advantage  or  disadvantage  and
something  in  the  game,  such  as  the  halfling’s  Lucky
trait,  lets  you  reroll  the  d20,  you  can  reroll  only  one
of  the  dice.  You  choose  which  one.  For  example,  if  a
halfling  has  advantage  or  disadvantage  on  an  ability
check  and  rolls  a  1  and  a  13,  the  halfling  could  use
the  Lucky  trait  to  reroll  the  1.
 You  usually  gain  advantage  or  disadvantage
through  the  use  of  special  abilities,  actions,  or  spells.
Inspiration  can  also  give  a  character  advantage.  The
System  Reference  Document  5.1   77
GM  can  also  decide  that  circumstances  influence  a
roll  in  one  direction  or  the  other  and  grant
advantage  or  impose  disadvantage  as  a  result.
Proficiency Bonus
Characters  have  a  proficiency  bonus  determined  by
level.  Monsters  also  have  this  bonus,  which  is
incorporated  in  their  stat  blocks.  The  bonus  is  used
in  the  rules  on  ability  checks,  saving  throws,  and
attack  rolls.
 Your  proficiency  bonus  can’t  be  added  to  a  single
die  roll  or  other  number  more  than  once.  For
example,  if  two  different  rules  say  you  can  add  your
proficiency  bonus  to  a  Wisdom  saving  throw,  you
nevertheless  add  the  bonus  only  once  when  you
make  the  save.
 Occasionally,  your  proficiency  bonus  might  be
multiplied  or  divided  (doubled  or  halved,  for
example)  before  you  apply  it.  For  example,  the
rogue’s  Expertise  feature  doubles  the  proficiency
bonus  for  certain  ability  checks.  If  a  circumstance
suggests  that  your  proficiency  bonus  applies  more
than  once  to  the  same  roll,  you  still  add  it  only  once
and  multiply  or  divide  it  only  once.
 By  the  same  token,  if  a  feature  or  effect  allows  you
to  multiply  your  proficiency  bonus  when  making  an
ability  check  that  wouldn’t  normally  benefit  from
your  proficiency  bonus,  you  still  don’t  add  the  bonus
to  the  check.  For  that  check  your  proficiency  bonus
is  0,  given  the  fact  that  multiplying  0  by  any  number
is  still  0.  For  instance,  if  you  lack  proficiency  in  the
History  skill,  you  gain  no  benefit  from  a  feature  that
lets  you  double  your  proficiency  bonus  when  you
make  Intelligence  (History)  checks.
 In  general,  you  don’t  multiply  your  proficiency
bonus  for  attack  rolls  or  saving  throws.  If  a  feature
or  effect  allows  you  to  do  so,  these  same  rules  apply.
Ability Checks
An  ability  check  tests  a  character’s  or  monster’s
innate  talent  and  training  in  an  effort  to  overcome  a
challenge.  The  GM  calls  for  an  ability  check  when  a
character  or  monster  attempts  an  action  (other  than
an  attack)  that  has  a  chance  of  failure.  When  the
outcome  is  uncertain,  the  dice  determine  the  results.
 For  every  ability  check,  the  GM  decides  which  of  the
six  abilities  is  relevant  to  the  task  at  hand  and  the
difficulty  of  the  task,  represented  by  a  Difficulty  Class.
The  more  difficult  a  task,  the  higher  its  DC.  The
Typical  Difficulty  Classes  table  shows  the  most
common  DCs.
Typical  Difficulty  Classes
Task  Difficulty   DC
Very  easy   5
Easy   10
Medium   15
Hard   20
Very  hard   25
Nearly  impossible   30
 To  make  an  ability  check,  roll  a  d20  and  add  the
relevant  ability  modifier.  As  with  other  d20  rolls,
apply  bonuses  and  penalties,  and  compare  the  total
to  the  DC.  If  the  total  equals  or  exceeds  the  DC,  the
ability  check  is  a  success—the  creature  overcomes
the  challenge  at  hand.  Otherwise,  it’s  a  failure,  which
means  the  character  or  monster  makes  no  progress
toward  the  objective  or  makes  progress  combined
with  a  setback  determined  by  the  GM.
Contests
Sometimes  one  character’s  or  monster’s  efforts  are
directly  opposed  to  another’s.  This  can  occur  when
both  of  them  are  trying  to  do  the  same  thing  and
only  one  can  succeed,  such  as  attempting  to  snatch
up  a  magic  ring  that  has  fallen  on  the  floor.  This
situation  also  applies  when  one  of  them  is  trying  to
prevent  the  other  one  from  accomplishing  a  goal—
for  example,  when  a  monster  tries  to  force  open  a
door  that  an  adventurer  is  holding  closed.  In
situations  like  these,  the  outcome  is  determined  by  a
special  form  of  ability  check,  called  a  contest.
 Both  participants  in  a  contest  make  ability  checks
appropriate  to  their  efforts.  They  apply  all
appropriate  bonuses  and  penalties,  but  instead  of
comparing  the  total  to  a  DC,  they  compare  the  totals
of  their  two  checks.  The  participant  with  the  higher
check  total  wins  the  contest.  That  character  or
monster  either  succeeds  at  the  action  or  prevents
the  other  one  from  succeeding.
 If  the  contest  results  in  a  tie,  the  situation  remains
the  same  as  it  was  before  the  contest.  Thus,  one
contestant  might  win  the  contest  by  default.  If  two
characters  tie  in  a  contest  to  snatch  a  ring  off  the
floor,  neither  character  grabs  it.  In  a  contest  between
a  monster  trying  to  open  a  door  and  an  adventurer
trying  to  keep  the  door  closed,  a  tie  means  that  the
door  remains  shut.
Skills
Each  ability  covers  a  broad  range  of  capabilities,
including  skills  that  a  character  or  a  monster  can  be
proficient  in.  A  skill  represents  a  specific  aspect  of  an
System  Reference  Document  5.1   78
ability  score,  and  an  individual’s  proficiency  in  a  skill
demonstrates  a  focus  on  that  aspect.  (A  character’s
starting  skill  proficiencies  are  determined  at
character  creation,  and  a  monster’s  skill
proficiencies  appear  in  the  monster’s  stat  block.)
 For  example,  a  Dexterity  check  might  reflect  a
character’s  attempt  to  pull  off  an  acrobatic  stunt,  to
palm  an  object,  or  to  stay  hidden.  Each  of  these
aspects  of  Dexterity  has  an  associated  skill:
Acrobatics,  Sleight  of  Hand,  and  Stealth,  respectively.
So  a  character  who  has  proficiency  in  the  Stealth
skill  is  particularly  good  at  Dexterity  checks  related
to  sneaking  and  hiding.
 The  skills  related  to  each  ability  score  are  shown
in  the  following  list.  (No  skills  are  related  to
Constitution.)  See  an  ability’s  description  in  the  later
sections  of  this  section  for  examples  of  how  to  use  a
skill  associated  with  an  ability.
Strength
• Athletics
Dexterity
• Acrobatics
• Sleight  of  Hand
• Stealth
Intelligence
• Arcana
• History
• Investigation
• Nature
• Religion
Wisdom
• Animal  Handling
• Insight
• Medicine
• Perception
• Survival
Charisma
• Deception
• Intimidation
• Performance
• Persuasion
Sometimes,  the  GM  might  ask  for  an  ability  check
using  a  specific  skill—for  example,  “Make  a  Wisdom
(Perception)  check.”  At  other  times,  a  player  might
ask  the  GM  if  proficiency  in  a  particular  skill  applies
to  a  check.  In  either  case,  proficiency  in  a  skill  means
an  individual  can  add  his  or  her  proficiency  bonus  to
ability  checks  that  involve  that  skill.  Without
proficiency  in  the  skill,  the  individual  makes  a
normal  ability  check.
 For  example,  if  a  character  attempts  to  climb  up  a
dangerous  cliff,  the  GM  might  ask  for  a  Strength
(Athletics)  check.  If  the  character  is  proficient  in
Athletics,  the  character’s  proficiency  bonus  is  added
to  the  Strength  check.  If  the  character  lacks  that
proficiency,  he  or  she  just  makes  a  Strength  check.
Variant: Skills with Different Abilities
Normally,  your  proficiency  in  a  skill  applies  only  to  a
specific  kind  of  ability  check.  Proficiency  in  Athletics,
for  example,  usually  applies  to  Strength  checks.  In
some  situations,  though,  your  proficiency  might
reasonably  apply  to  a  different  kind  of  check.  In  such
cases,  the  GM  might  ask  for  a  check  using  an  unusual
combination  of  ability  and  skill,  or  you  might  ask
your  GM  if  you  can  apply  a  proficiency  to  a  different
check.  For  example,  if  you  have  to  swim  from  an
offshore  island  to  the  mainland,  your  GM  might  call
for  a  Constitution  check  to  see  if  you  have  the
stamina  to  make  it  that  far.  In  this  case,  your  GM
might  allow  you  to  apply  your  proficiency  in
Athletics  and  ask  for  a  Constitution  (Athletics)  check.
So  if  you’re  proficient  in  Athletics,  you  apply  your
proficiency  bonus  to  the  Constitution  check  just  as
you  would  normally  do  for  a  Strength  (Athletics)
check.  Similarly,  when  your  half-­‐‑orc  barbarian  uses  a
display  of  raw  strength  to  intimidate  an  enemy,  your
GM  might  ask  for  a  Strength  (Intimidation)  check,
even  though  Intimidation  is  normally  associated
with  Charisma.
Passive Checks
A  passive  check  is  a  special  kind  of  ability  check  that
doesn’t  involve  any  die  rolls.  Such  a  check  can
represent  the  average  result  for  a  task  done
repeatedly,  such  as  searching  for  secret  doors  over
and  over  again,  or  can  be  used  when  the  GM  wants
to  secretly  determine  whether  the  characters
succeed  at  something  without  rolling  dice,  such  as
noticing  a  hidden  monster.
 Here’s  how  to  determine  a  character’s  total  for  a
passive  check:
10  +  all  modifiers  that  normally
apply  to  the  check
If  the  character  has  advantage  on  the  check,  add  5.
For  disadvantage,  subtract  5.  The  game  refers  to  a
passive  check  total  as  a  score.
System  Reference  Document  5.1   79
 For  example,  if  a  1st-­‐‑level  character  has  a  Wisdom
of  15  and  proficiency  in  Perception,  he  or  she  has  a
passive  Wisdom  (Perception)  score  of  14.
 The  rules  on  hiding  in  the  “Dexterity”  section
below  rely  on  passive  checks,  as  do  the  exploration
rules.
Working Together
Sometimes  two  or  more  characters  team  up  to
attempt  a  task.  The  character  who’s  leading  the
effort—or  the  one  with  the  highest  ability
modifier—can  make  an  ability  check  with  advantage,
reflecting  the  help  provided  by  the  other  characters.
In  combat,  this  requires  the  Help  action.
 A  character  can  only  provide  help  if  the  task  is  one
that  he  or  she  could  attempt  alone.  For  example,
trying  to  open  a  lock  requires  proficiency  with
thieves’  tools,  so  a  character  who  lacks  that
proficiency  can’t  help  another  character  in  that  task.
Moreover,  a  character  can  help  only  when  two  or
more  individuals  working  together  would  actually
be  productive.  Some  tasks,  such  as  threading  a
needle,  are  no  easier  with  help.
Group Checks
When  a  number  of  individuals  are  trying  to
accomplish  something  as  a  group,  the  GM  might  ask
for  a  group  ability  check.  In  such  a  situation,  the
characters  who  are  skilled  at  a  particular  task  help
cover  those  who  aren’t.
 To  make  a  group  ability  check,  everyone  in  the
group  makes  the  ability  check.  If  at  least  half  the
group  succeeds,  the  whole  group  succeeds.
Otherwise,  the  group  fails.
 Group  checks  don’t  come  up  very  often,  and
they’re  most  useful  when  all  the  characters  succeed
or  fail  as  a  group.  For  example,  when  adventurers
are  navigating  a  swamp,  the  GM  might  call  for  a
group  Wisdom  (Survival)  check  to  see  if  the
characters  can  avoid  the  quicksand,  sinkholes,  and
other  natural  hazards  of  the  environment.  If  at  least
half  the  group  succeeds,  the  successful  characters
are  able  to  guide  their  companions  out  of  danger.
Otherwise,  the  group  stumbles  into  one  of  these
hazards.
Using Each Ability
Every  task  that  a  character  or  monster  might
attempt  in  the  game  is  covered  by  one  of  the  six
abilities.  This  section  explains  in  more  detail  what
those  abilities  mean  and  the  ways  they  are  used  in
the  game.
Strength
Strength  measures  bodily  power,  athletic  training,
and  the  extent  to  which  you  can  exert  raw  physical
force.
Strength Checks
A  Strength  check  can  model  any  attempt  to  lift,  push,
pull,  or  break  something,  to  force  your  body  through
a  space,  or  to  otherwise  apply  brute  force  to  a
situation.  The  Athletics  skill  reflects  aptitude  in
certain  kinds  of  Strength  checks.
 Athletics.  Your  Strength  (Athletics)  check  covers
difficult  situations  you  encounter  while  climbing,
jumping,  or  swimming.  Examples  include  the
following  activities:
• You  attempt  to  climb  a  sheer  or  slippery  cliff,
avoid  hazards  while  scaling  a  wall,  or  cling  to  a
surface  while  something  is  trying  to  knock  you  off.
• You  try  to  jump  an  unusually  long  distance  or  pull
off  a  stunt  midjump.
• You  struggle  to  swim  or  stay  afloat  in  treacherous
currents,  storm-­‐‑tossed  waves,  or  areas  of  thick
seaweed.  Or  another  creature  tries  to  push  or  pull
you  underwater  or  otherwise  interfere  with  your
swimming.
Other  Strength  Checks.  The  GM  might  also  call  for
a  Strength  check  when  you  try  to  accomplish  tasks
like  the  following:
• 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
Attack Rolls and Damage
You  add  your  Strength  modifier  to  your  attack  roll
and  your  damage  roll  when  attacking  with  a  melee
weapon  such  as  a  mace,  a  battleaxe,  or  a  javelin.  You
use  melee  weapons  to  make  melee  attacks  in  hand-­‐‑
to-­‐‑hand  combat,  and  some  of  them  can  be  thrown  to
make  a  ranged  attack.
Lifting and Carrying
Your  Strength  score  determines  the  amount  of
weight  you  can  bear.  The  following  terms  define
what  you  can  lift  or  carry.
 Carrying  Capacity.  Your  carrying  capacity  is  your
Strength  score  multiplied  by  15.  This  is  the  weight
(in  pounds)  that  you  can  carry,  which  is  high  enough
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that  most  characters  don’t  usually  have  to  worry
about  it.
 Push,  Drag,  or  Lift.  You  can  push,  drag,  or  lift  a
weight  in  pounds  up  to  twice  your  carrying  capacity
(or  30  times  your  Strength  score).  While  pushing  or
dragging  weight  in  excess  of  your  carrying  capacity,
your  speed  drops  to  5  feet.
 Size  and  Strength.  Larger  creatures  can  bear
more  weight,  whereas  Tiny  creatures  can  carry  less.
For  each  size  category  above  Medium,  double  the
creature’s  carrying  capacity  and  the  amount  it  can
push,  drag,  or  lift.  For  a  Tiny  creature,  halve  these
weights.
Variant: Encumbrance
The  rules  for  lifting  and  carrying  are  intentionally
simple.  Here  is  a  variant  if  you  are  looking  for  more
detailed  rules  for  determining  how  a  character  is
hindered  by  the  weight  of  equipment.  When  you  use
this  variant,  ignore  the  Strength  column  of  the
Armor  table.  
 If  you  carry  weight  in  excess  of  5  times  your
Strength  score,  you  are  encumbered,  which  means
your  speed  drops  by  10  feet.
 If  you  carry  weight  in  excess  of  10  times  your
Strength  score,  up  to  your  maximum  carrying
capacity,  you  are  instead  heavily  encumbered,
which  means  your  speed  drops  by  20  feet  and  you
have  disadvantage  on  ability  checks,  attack  rolls,  and
saving  throws  that  use  Strength,  Dexterity,  or
Constitution.
Dexterity
Dexterity  measures  agility,  reflexes,  and  balance.
Dexterity Checks
A  Dexterity  check  can  model  any  attempt  to  move
nimbly,  quickly,  or  quietly,  or  to  keep  from  falling  on
tricky  footing.  The  Acrobatics,  Sleight  of  Hand,  and
Stealth  skills  reflect  aptitude  in  certain  kinds  of
Dexterity  checks.
 Acrobatics.  Your  Dexterity  (Acrobatics)  check
covers  your  attempt  to  stay  on  your  feet  in  a  tricky
situation,  such  as  when  you’re  trying  to  run  across  a
sheet  of  ice,  balance  on  a  tightrope,  or  stay  upright
on  a  rocking  ship’s  deck.  The  GM  might  also  call  for  a
Dexterity  (Acrobatics)  check  to  see  if  you  can
perform  acrobatic  stunts,  including  dives,  rolls,
somersaults,  and  flips.
 Sleight  of  Hand.  Whenever  you  attempt  an  act  of
legerdemain  or  manual  trickery,  such  as  planting
something  on  someone  else  or  concealing  an  object
on  your  person,  make  a  Dexterity  (Sleight  of  Hand)
check.  The  GM  might  also  call  for  a  Dexterity  (Sleight
of  Hand)  check  to  determine  whether  you  can  lift  a
coin  purse  off  another  person  or  slip  something  out
of  another  person’s  pocket.
 Stealth.  Make  a  Dexterity  (Stealth)  check  when
you  attempt  to  conceal  yourself  from  enemies,  slink
past  guards,  slip  away  without  being  noticed,  or
sneak  up  on  someone  without  being  seen  or  heard.
 Other  Dexterity  Checks.  The  GM  might  call  for  a
Dexterity  check  when  you  try  to  accomplish  tasks
like  the  following:
• Control  a  heavily  laden  cart  on  a  steep  descent
• Steer  a  chariot  around  a  tight  turn
• 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
Attack Rolls and Damage
You  add  your  Dexterity  modifier  to  your  attack  roll
and  your  damage  roll  when  attacking  with  a  ranged
weapon,  such  as  a  sling  or  a  longbow.  You  can  also
add  your  Dexterity  modifier  to  your  attack  roll  and
your  damage  roll  when  attacking  with  a  melee
weapon  that  has  the  finesse  property,  such  as  a
dagger  or  a  rapier.
Armor Class
Depending  on  the  armor  you  wear,  you  might  add
some  or  all  of  your  Dexterity  modifier  to  your  Armor
Class.
Initiative
At  the  beginning  of  every  combat,  you  roll  initiative
by  making  a  Dexterity  check.  Initiative  determines
the  order  of  creatures’  turns  in  combat.
Hiding
The  GM  decides  when  circumstances  are  appropriate  for
hiding.  When  you  try  to  hide,  make  a  Dexterity  (Stealth)
check.  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
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creature,  it  usually  sees  you.  However,  under  certain
circumstances,  the  GM  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.
Passive  Perception. 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  GM
compares  your  Dexterity  (Stealth)  check  with  that  creature’s
passive  Wisdom  (Perception)  score,  which  equals  10  +  the
creature’s  Wisdom  modifier,  as  well  as  any  other  bonuses  or
penalties.  If  the  creature  has  advantage,  add  5.  For
disadvantage,  subtract  5.  For  example,  if  a  1st-­‐level  character
(with  a  proficiency  bonus  of  +2)  has  a  Wisdom  of  15  (a  +2
modifier)  and  proficiency  in  Perception,  he  or  she  has  a
passive  Wisdom  (Perception)  of  14.
What  Can  You  See?  One  of  the  main  factors  in
determining  whether  you  can  find  a  hidden  creature  or
object  is  how  well  you  can  see  in  an  area,  which  might  be
lightly or heavily obscured,  as  explained  in  "The
Environment.”
Constitution
Constitution  measures  health,  stamina,  and  vital
force.
Constitution Checks
Constitution  checks  are  uncommon,  and  no  skills
apply  to  Constitution  checks,  because  the  endurance
this  ability  represents  is  largely  passive  rather  than
involving  a  specific  effort  on  the  part  of  a  character
or  monster.  A  Constitution  check  can  model  your
attempt  to  push  beyond  normal  limits,  however.
 The  GM  might  call  for  a  Constitution  check  when
you  try  to  accomplish  tasks  like  the  following:
• 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
Hit Points
Your  Constitution  modifier  contributes  to  your  hit
points.  Typically,  you  add  your  Constitution  modifier
to  each  Hit  Die  you  roll  for  your  hit  points.
 If  your  Constitution  modifier  changes,  your  hit
point  maximum  changes  as  well,  as  though  you  had
the  new  modifier  from  1st  level.  For  example,  if  you
raise  your  Constitution  score  when  you  reach  4th
level  and  your  Constitution  modifier  increases  from
+1  to  +2,  you  adjust  your  hit  point  maximum  as
though  the  modifier  had  always  been  +2.  So  you  add
3  hit  points  for  your  first  three  levels,  and  then  roll
your  hit  points  for  4th  level  using  your  new  modifier.
Or  if  you’re  7th  level  and  some  effect  lowers  your
Constitution  score  so  as  to  reduce  your  Constitution
modifier  by  1,  your  hit  point  maximum  is  reduced  by
7.
Intelligence
Intelligence  measures  mental  acuity,  accuracy  of
recall,  and  the  ability  to  reason.
Intelligence Checks
An  Intelligence  check  comes  into  play  when  you
need  to  draw  on  logic,  education,  memory,  or
deductive  reasoning.  The  Arcana,  History,
Investigation,  Nature,  and  Religion  skills  reflect
aptitude  in  certain  kinds  of  Intelligence  checks.
 Arcana.  Your  Intelligence  (Arcana)  check
measures  your  ability  to  recall  lore  about  spells,
magic  items,  eldritch  symbols,  magical  traditions,
the  planes  of  existence,  and  the  inhabitants  of  those
planes.
 History.  Your  Intelligence  (History)  check
measures  your  ability  to  recall  lore  about  historical
events,  legendary  people,  ancient  kingdoms,  past
disputes,  recent  wars,  and  lost  civilizations.
 Investigation.  When  you  look  around  for  clues
and  make  deductions  based  on  those  clues,  you
make  an  Intelligence  (Investigation)  check.  You
might  deduce  the  location  of  a  hidden  object,  discern
from  the  appearance  of  a  wound  what  kind  of
weapon  dealt  it,  or  determine  the  weakest  point  in  a
tunnel  that  could  cause  it  to  collapse.  Poring  through
ancient  scrolls  in  search  of  a  hidden  fragment  of
knowledge  might  also  call  for  an  Intelligence
(Investigation)  check.
 Nature.  Your  Intelligence  (Nature)  check
measures  your  ability  to  recall  lore  about  terrain,
plants  and  animals,  the  weather,  and  natural  cycles.
 Religion.  Your  Intelligence  (Religion)  check
measures  your  ability  to  recall  lore  about  deities,
rites  and  prayers,  religious  hierarchies,  holy  symbols,
and  the  practices  of  secret  cults.
 Other  Intelligence  Checks.  The  GM  might  call  for
an  Intelligence  check  when  you  try  to  accomplish
tasks  like  the  following:
• 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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Spellcasting Ability
Wizards  use  Intelligence  as  their  spellcasting  ability,
which  helps  determine  the  saving  throw  DCs  of
spells  they  cast.
Wisdom
Wisdom  reflects  how  attuned  you  are  to  the  world
around  you  and  represents  perceptiveness  and
intuition.  
Wisdom Checks
A  Wisdom  check  might  reflect  an  effort  to  read  body
language,  understand  someone’s  feelings,  notice
things  about  the  environment,  or  care  for  an  injured
person.  The  Animal  Handling,  Insight,  Medicine,
Perception,  and  Survival  skills  reflect  aptitude  in
certain  kinds  of  Wisdom  checks.
 Animal  Handling.  When  there  is  any  question
whether  you  can  calm  down  a  domesticated  animal,
keep  a  mount  from  getting  spooked,  or  intuit  an
animal’s  intentions,  the  GM  might  call  for  a  Wisdom
(Animal  Handling)  check.  You  also  make  a  Wisdom
(Animal  Handling)  check  to  control  your  mount
when  you  attempt  a  risky  maneuver.
 Insight.  Your  Wisdom  (Insight)  check  decides
whether  you  can  determine  the  true  intentions  of  a
creature,  such  as  when  searching  out  a  lie  or
predicting  someone’s  next  move.  Doing  so  involves
gleaning  clues  from  body  language,  speech  habits,
and  changes  in  mannerisms.
 Medicine.  A  Wisdom  (Medicine)  check  lets  you  try
to  stabilize  a  dying  companion  or  diagnose  an  illness.
 Perception.  Your  Wisdom  (Perception)  check  lets
you  spot,  hear,  or  otherwise  detect  the  presence  of
something.  It  measures  your  general  awareness  of
your  surroundings  and  the  keenness  of  your  senses.
For  example,  you  might  try  to  hear  a  conversation
through  a  closed  door,  eavesdrop  under  an  open
window,  or  hear  monsters  moving  stealthily  in  the
forest.  Or  you  might  try  to  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.
 Survival.  The  GM  might  ask  you  to  make  a
Wisdom  (Survival)  check  to  follow  tracks,  hunt  wild
game,  guide  your  group  through  frozen  wastelands,
identify  signs  that  owlbears  live  nearby,  predict  the
weather,  or  avoid  quicksand  and  other  natural
hazards.
 Other  Wisdom  Checks.  The  GM  might  call  for  a
Wisdom  check  when  you  try  to  accomplish  tasks  like
the  following:
• Get  a  gut  feeling  about  what  course  of  action  to
follow
• Discern  whether  a  seemingly  dead  or  living
creature  is  undead
Spellcasting Ability
Clerics,  druids,  and  rangers  use  Wisdom  as  their
spellcasting  ability,  which  helps  determine  the
saving  throw  DCs  of  spells  they  cast.
Charisma
Charisma  measures  your  ability  to  interact
effectively  with  others.  It  includes  such  factors  as
confidence  and  eloquence,  and  it  can  represent  a
charming  or  commanding  personality.
Charisma Checks
A  Charisma  check  might  arise  when  you  try  to
influence  or  entertain  others,  when  you  try  to  make
an  impression  or  tell  a  convincing  lie,  or  when  you
are  navigating  a  tricky  social  situation.  The
Deception,  Intimidation,  Performance,  and
Persuasion  skills  reflect  aptitude  in  certain  kinds  of
Charisma  checks.
 Deception.  Your  Charisma  (Deception)  check
determines  whether  you  can  convincingly  hide  the
truth,  either  verbally  or  through  your  actions.  This
deception  can  encompass  everything  from
misleading  others  through  ambiguity  to  telling
outright  lies.  Typical  situations  include  trying  to  fast-­‐‑
talk  a  guard,  con  a  merchant,  earn  money  through
gambling,  pass  yourself  off  in  a  disguise,  dull
someone’s  suspicions  with  false  assurances,  or
maintain  a  straight  face  while  telling  a  blatant  lie.
 Intimidation.  When  you  attempt  to  influence
someone  through  overt  threats,  hostile  actions,  and
physical  violence,  the  GM  might  ask  you  to  make  a
Charisma  (Intimidation)  check.  Examples  include
trying  to  pry  information  out  of  a  prisoner,
convincing  street  thugs  to  back  down  from  a
confrontation,  or  using  the  edge  of  a  broken  bottle  to
convince  a  sneering  vizier  to  reconsider  a  decision.
 Performance.  Your  Charisma  (Performance)
check  determines  how  well  you  can  delight  an
audience  with  music,  dance,  acting,  storytelling,  or
some  other  form  of  entertainment.
 Persuasion.  When  you  attempt  to  influence
someone  or  a  group  of  people  with  tact,  social  graces,
or  good  nature,  the  GM  might  ask  you  to  make  a
Charisma  (Persuasion)  check.  Typically,  you  use
persuasion  when  acting  in  good  faith,  to  foster
friendships,  make  cordial  requests,  or  exhibit  proper
etiquette.  Examples  of  persuading  others  include
System  Reference  Document  5.1   83
convincing  a  chamberlain  to  let  your  party  see  the
king,  negotiating  peace  between  warring  tribes,  or
inspiring  a  crowd  of  townsfolk.
 Other  Charisma  Checks.  The  GM  might  call  for  a
Charisma  check  when  you  try  to  accomplish  tasks
like  the  following:
• 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
Spellcasting Ability
Bards,  paladins,  sorcerers,  and  warlocks  use
Charisma  as  their  spellcasting  ability,  which  helps
determine  the  saving  throw  DCs  of  spells  they  cast.
Saving Throws
A  saving  throw—also  called  a  save—represents  an
attempt  to  resist  a  spell,  a  trap,  a  poison,  a  disease,
or  a  similar  threat.  You  don’t  normally  decide  to
make  a  saving  throw;  you  are  forced  to  make  one
because  your  character  or  monster  is  at  risk  of  harm.
 To  make  a  saving  throw,  roll  a  d20  and  add  the
appropriate  ability  modifier.  For  example,  you  use
your  Dexterity  modifier  for  a  Dexterity  saving  throw.
 A  saving  throw  can  be  modified  by  a  situational
bonus  or  penalty  and  can  be  affected  by  advantage
and  disadvantage,  as  determined  by  the  GM.
 Each  class  gives  proficiency  in  at  least  two  saving
throws.  The  wizard,  for  example,  is  proficient  in
Intelligence  saves.  As  with  skill  proficiencies,
proficiency  in  a  saving  throw  lets  a  character  add  his
or  her  proficiency  bonus  to  saving  throws  made  using
a  particular  ability  score.  Some  monsters  have  saving
throw  proficiencies  as  well.
 The  Difficulty  Class  for  a  saving  throw  is
determined  by  the  effect  that  causes  it.  For  example,
the  DC  for  a  saving  throw  allowed  by  a  spell  is
determined  by  the  caster’s  spellcasting  ability  and
proficiency  bonus.
 The  result  of  a  successful  or  failed  saving  throw  is
also  detailed  in  the  effect  that  allows  the  save.
Usually,  a  successful  save  means  that  a  creature
suffers  no  harm,  or  reduced  harm,  from  an  effect.
System  Reference  Document  5.1   84
Time
In  situations  where  keeping  track  of  the  passage  of
time  is  important,  the  GM  determines  the  time  a  task
requires.  The  GM  might  use  a  different  time  scale
depending  on  the  context  of  the  situation  at  hand.  In
a  dungeon  environment,  the  adventurers’  movement
happens  on  a  scale  of  minutes.  It  takes  them  about  a
minute  to  creep  down  a  long  hallway,  another
minute  to  check  for  traps  on  the  door  at  the  end  of
the  hall,  and  a  good  ten  minutes  to  search  the
chamber  beyond  for  anything  interesting  or  valuable.
 In  a  city  or  wilderness,  a  scale  of  hours  is  often
more  appropriate.  Adventurers  eager  to  reach  the
lonely  tower  at  the  heart  of  the  forest  hurry  across
those  fifteen  miles  in  just  under  four  hours’  time.
 For  long  journeys,  a  scale  of  days  works  best.
Following  the  road  from  Baldur’s  Gate  to  Waterdeep,
the  adventurers  spend  four  uneventful  days  before  a
goblin  ambush  interrupts  their  journey.
 In  combat  and  other  fast-­‐‑paced  situations,  the
game  relies  on  rounds,  a  6-­‐‑second  span  of  time.
Movement
Swimming  across  a  rushing  river,  sneaking  down  a
dungeon  corridor,  scaling  a  treacherous  mountain
slope—all  sorts  of  movement  play  a  key  role  in
fantasy  gaming  adventures.
 The  GM  can  summarize  the  adventurers’
movement  without  calculating  exact  distances  or
travel  times:  “You  travel  through  the  forest  and  find
the  dungeon  entrance  late  in  the  evening  of  the  third
day.”  Even  in  a  dungeon,  particularly  a  large
dungeon  or  a  cave  network,  the  GM  can  summarize
movement  between  encounters:  “After  killing  the
guardian  at  the  entrance  to  the  ancient  dwarven
stronghold,  you  consult  your  map,  which  leads  you
through  miles  of  echoing  corridors  to  a  chasm
bridged  by  a  narrow  stone  arch.”
 Sometimes  it’s  important,  though,  to  know  how
long  it  takes  to  get  from  one  spot  to  another,
whether  the  answer  is  in  days,  hours,  or  minutes.
The  rules  for  determining  travel  time  depend  on  two
factors:  the  speed  and  travel  pace  of  the  creatures
moving  and  the  terrain  they’re  moving  over.
Speed
Every  character  and  monster  has  a  speed,  which  is
the  distance  in  feet  that  the  character  or  monster  can
walk  in  1  round.  This  number  assumes  short  bursts
of  energetic  movement  in  the  midst  of  a  life-­‐‑
threatening  situation.  
 The  following  rules  determine  how  far  a  character
or  monster  can  move  in  a  minute,  an  hour,  or  a  day.
Travel Pace
While  traveling,  a  group  of  adventurers  can  move  at
a  normal,  fast,  or  slow  pace,  as  shown  on  the  Travel
Pace  table.  The  table  states  how  far  the  party  can
move  in  a  period  of  time  and  whether  the  pace  has
any  effect.  A  fast  pace  makes  characters  less
perceptive,  while  a  slow  pace  makes  it  possible  to
sneak  around  and  to  search  an  area  more  carefully.
 Forced  March.  The  Travel  Pace  table  assumes  that
characters  travel  for  8  hours  in  day.  They  can  push
on  beyond  that  limit,  at  the  risk  of  exhaustion.
 For  each  additional  hour  of  travel  beyond  8  hours,
the  characters  cover  the  distance  shown  in  the  Hour
column  for  their  pace,  and  each  character  must  make
a  Constitution  saving  throw  at  the  end  of  the  hour.
The  DC  is  10  +  1  for  each  hour  past  8  hours.  On  a
failed  saving  throw,  a  character  suffers  one  level  of
exhaustion  (see  appendix  PH-­‐‑A).
 Mounts  and  Vehicles.  For  short  spans  of  time  (up
to  an  hour),  many  animals  move  much  faster  than
humanoids.  A  mounted  character  can  ride  at  a  gallop
for  about  an  hour,  covering  twice  the  usual  distance
for  a  fast  pace.  If  fresh  mounts  are  available  every  8
to  10  miles,  characters  can  cover  larger  distances  at
this  pace,  but  this  is  very  rare  except  in  densely
populated  areas.
 Characters  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  suffer  penalties  for  a  fast  pace
or  gain  benefits  from  a  slow  pace.  Depending  on  the
vessel  and  the  size  of  the  crew,  ships  might  be  able
to  travel  for  up  to  24  hours  per  day.
 Certain  special  mounts,  such  as  a  pegasus  or
griffon,  or  special  vehicles,  such  as  a  carpet  of  flying,
allow  you  to  travel  more  swiftly.
Travel  Pace
Pace   Distance  Traveled  per  .  .  .
Minute   Hour   Day   Effect
Fast   400
feet
4
miles
30
miles
−5  penalty  to  passive
Wisdom  (Perception)
scores
Normal   300
feet
3
miles
24
miles

Slow   200
feet
2
miles
18
miles
Able  to  use  stealth
System  Reference  Document  5.1   85
Difficult Terrain
The  travel  speeds  given  in  the  Travel  Pace  table
assume  relatively  simple  terrain:  roads,  open  plains,
or  clear  dungeon  corridors.  But  adventurers  often
face  dense  forests,  deep  swamps,  rubble-­‐‑filled  ruins,
steep  mountains,  and  ice-­‐‑covered  ground—all
considered  difficult  terrain.
 You  move  at  half  speed  in  difficult  terrain—
moving  1  foot  in  difficult  terrain  costs  2  feet  of
speed—so  you  can  cover  only  half  the  normal
distance  in  a  minute,  an  hour,  or  a  day.
Special Types of Movement
Movement  through  dangerous  dungeons  or
wilderness  areas  often  involves  more  than  simply
walking.  Adventurers  might  have  to  climb,  crawl,
swim,  or  jump  to  get  where  they  need  to  go.
Climbing, Swimming, and Crawling
While  climbing  or  swimming,  each  foot  of  movement
costs  1  extra  foot  (2  extra  feet  in  difficult  terrain),
unless  a  creature  has  a  climbing  or  swimming  speed.
At  the  GM’s  option,  climbing  a  slippery  vertical
surface  or  one  with  few  handholds  requires  a
successful  Strength  (Athletics)  check.  Similarly,
gaining  any  distance  in  rough  water  might  require  a
successful  Strength  (Athletics)  check.
Jumping
Your  Strength  determines  how  far  you  can  jump.
 Long  Jump.  When  you  make  a  long  jump,  you
cover  a   number  of  feet  up  to  your  Strength  score  if
you  move  at  least  10  feet  on  foot  immediately  before
the  jump.  When  you  make  a  standing  long  jump,  you
can  leap  only  half  that  distance.  Either  way,  each  foot
you  clear  on  the  jump  costs  a  foot  of  movement.
 This  rule  assumes  that  the  height  of  your  jump
doesn’t  matter,  such  as  a  jump  across  a  stream  or
chasm.  At  your  GM’s  option,  you  must  succeed  on  a
DC  10  Strength  (Athletics)  check  to  clear  a  low
obstacle  (no  taller  than  a  quarter  of  the  jump’s
distance),  such  as  a  hedge  or  low  wall.  Otherwise,
you  hit  it.
 When  you  land  in  difficult  terrain,  you  must
succeed  on  a  DC  10  Dexterity  (Acrobatics)  check  to
land  on  your  feet.  Otherwise,  you  land  prone.
 High  Jump.  When  you  make  a  high  jump,  you  leap
into  the  air  a  number  of  feet  equal  to  3  +  your
Strength  modifier  if  you  move  at  least  10  feet  on  foot
immediately  before  the  jump.  When  you  make  a
standing  high  jump,  you  can  jump  only  half  that
distance.  Either  way,  each  foot  you  clear  on  the  jump
costs  a  foot  of  movement.  In  some  circumstances,
your  GM  might  allow  you  to  make  a  Strength
(Athletics)  check  to  jump  higher  than  you  normally
can.
 You  can  extend  your  arms  half  your  height  above
yourself  during  the  jump.  Thus,  you  can  reach  above
you  a  distance  equal  to  the  height  of  the  jump  plus
1˝  times  your  height.
System  Reference  Document  5.1   86
The Environment
By  its  nature,  adventuring  involves  delving  into
places  that  are  dark,  dangerous,  and  full  of  mysteries
to  be  explored.  The  rules  in  this  section  cover  some
of  the  most  important  ways  in  which  adventurers
interact  with  the  environment  in  such  places.
Falling
A  fall  from  a  great  height  is  one  of  the  most  common
hazards  facing  an  adventurer.  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.
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.
 For  example,  a  creature  with  a  Constitution  of  14
can  hold  its  breath  for  3  minutes.  If  it  starts
suffocating,  it  has  2  rounds  to  reach  air  before  it
drops  to  0  hit  points.
Vision and Light
The  most  fundamental  tasks  of  adventuring—
noticing  danger,  finding  hidden  objects,  hitting  an
enemy  in  combat,  and  targeting  a  spell,  to  name  just
a  few—rely  heavily  on  a  character’s  ability  to  see.
Darkness  and  other  effects  that  obscure  vision  can
prove  a  significant  hindrance.
 A  given  area  might  be  lightly  or  heavily  obscured.
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.
 A  heavily  obscured  area—such  as  darkness,
opaque  fog,  or  dense  foliage—blocks  vision  entirely.
A  creature  effectively  suffers  from  the  blinded
condition  (see  appendix  PH-­‐‑A)  when  trying  to  see
something  in  that  area.
 The  presence  or  absence  of  light  in  an
environment  creates  three  categories  of
illumination:  bright  light,  dim  light,  and  darkness.
 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.
 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.
Blindsight
A  creature  with  blindsight  can  perceive  its
surroundings  without  relying  on  sight,  within  a
specific  radius.  Creatures  without  eyes,  such  as
oozes,  and  creatures  with  echolocation  or
heightened  senses,  such  as  bats  and  true  dragons,
have  this  sense.
Darkvision
Many  creatures  in  fantasy  gaming  worlds,  especially
those  that  dwell  underground,  have  darkvision.
Within  a  specified  range,  a  creature  with  darkvision
can  see  in  darkness  as  if  the  darkness  were  dim  light,
so  areas  of  darkness  are  only  lightly  obscured  as  far
as  that  creature  is  concerned.  However,  the  creature
can’t  discern  color  in  darkness,  only  shades  of  gray.
Truesight
A  creature  with  truesight  can,  out  to  a  specific  range,
see  in  normal  and  magical  darkness,  see  invisible
creatures  and  objects,  automatically  detect  visual
illusions  and  succeed  on  saving  throws  against  them,
and  perceives  the  original  form  of  a  shapechanger  or
a  creature  that  is  transformed  by  magic.
Furthermore,  the  creature  can  see  into  the  Ethereal
Plane.
Food and Water
Characters  who  don’t  eat  or  drink  suffer  the  effects
of  exhaustion  (see  appendix  PH-­‐‑A).  Exhaustion
caused  by  lack  of  food  or  water  can’t  be  removed
until  the  character  eats  and  drinks  the  full  required
amount.
Food
A  character  needs  one  pound  of  food  per  day  and  can
make  food  last  longer  by  subsisting  on  half  rations.
System  Reference  Document  5.1   87
Eating  half  a  pound  of  food  in  a  day  counts  as  half  a
day  without  food.
 A  character  can  go  without  food  for  a  number  of
days  equal  to  3  +  his  or  her  Constitution  modifier
(minimum  1).  At  the  end  of  each  day  beyond  that
limit,  a  character  automatically  suffers  one  level  of
exhaustion.
  A  normal  day  of  eating  resets  the  count  of  days
without  food  to  zero.
Water
A  character  needs  one  gallon  of  water  per  day,  or
two  gallons  per  day  if  the  weather  is  hot.  A  character
who  drinks  only  half  that  much  water  must  succeed
on  a  DC  15  Constitution  saving  throw  or  suffer  one
level  of  exhaustion  at  the  end  of  the  day.  A  character
with  access  to  even  less  water  automatically  suffers
one  level  of  exhaustion  at  the  end  of  the  day.
 If  the  character  already  has  one  or  more  levels  of
exhaustion,  the  character  takes  two  levels  in  either
case.
Interacting with Objects
A  character’s  interaction  with  objects  in  an
environment  is  often  simple  to  resolve  in  the  game.
The  player  tells  the  GM  that  his  or  her  character  is
doing  something,  such  as  moving  a  lever,  and  the  GM
describes  what,  if  anything,  happens.
 For  example,  a  character  might  decide  to  pull  a
lever,  which  might,  in  turn,  raise  a  portcullis,  cause  a
room  to  flood  with  water,  or  open  a  secret  door  in  a
nearby  wall.  If  the  lever  is  rusted  in  position,  though,
a  character  might  need  to  force  it.  In  such  a  situation,
the  GM  might  call  for  a  Strength  check  to  see
whether  the  character  can  wrench  the  lever  into
place.  The  GM  sets  the  DC  for  any  such  check  based
on  the  difficulty  of  the  task.
 Characters  can  also  damage  objects  with  their
weapons  and  spells.  Objects  are  immune  to  poison
and  psychic  damage,  but  otherwise  they  can  be
affected  by  physical  and  magical  attacks  much  like
creatures  can.  The  GM  determines  an  object’s  Armor
Class  and  hit  points,  and  might  decide  that  certain
objects  have  resistance  or  immunity  to  certain  kinds
of  attacks.  (It’s  hard  to  cut  a  rope  with  a  club,  for
example.)  Objects  always  fail  Strength  and  Dexterity
saving  throws,  and  they  are  immune  to  effects  that
require  other  saves.  When  an  object  drops  to  0  hit
points,  it  breaks.
 A  character  can  also  attempt  a  Strength  check  to
break  an  object.  The  GM  sets  the  DC  for  any  such
check.
Resting
Heroic  though  they  might  be,  adventurers  can’t
spend  every  hour  of  the  day  in  the  thick  of
exploration,  social  interaction,  and  combat.  They
need  rest—time  to  sleep  and  eat,  tend  their  wounds,
refresh  their  minds  and  spirits  for  spellcasting,  and
brace  themselves  for  further  adventure.  
 Adventurers  can  take  short  rests  in  the  midst  of  an
adventuring  day  and  a  long  rest  to  end  the  day.
Short Rest
A  short  rest  is  a  period  of  downtime,  at  least  1  hour
long,  during  which  a  character  does  nothing  more
strenuous  than  eating,  drinking,  reading,  and
tending  to  wounds.
 A  character  can  spend  one  or  more  Hit  Dice  at  the
end  of  a  short  rest,  up  to  the  character’s  maximum
number  of  Hit  Dice,  which  is  equal  to  the  character’s
level.  For  each  Hit  Die  spent  in  this  way,  the  player
rolls  the  die  and  adds  the  character’s  Constitution
modifier  to  it.  The  character  regains  hit  points  equal
to  the  total.  The  player  can  decide  to  spend  an
additional  Hit  Die  after  each  roll.  A  character  regains
some  spent  Hit  Dice  upon  finishing  a  long  rest,  as
explained  below.
Long Rest
A  long  rest  is  a  period  of  extended  downtime,  at  least
8  hours  long,  during  which  a  character  sleeps  or
performs  light  activity:  reading,  talking,  eating,  or
standing  watch  for  no  more  than  2  hours.  If  the  rest
is  interrupted  by  a  period  of  strenuous  activity—at
least  1  hour  of  walking,  fighting,  casting  spells,  or
similar  adventuring  activity—the  characters  must
begin  the  rest  again  to  gain  any  benefit  from  it.
 At  the  end  of  a  long  rest,  a  character  regains  all
lost  hit  points.  The  character  also  regains  spent  Hit
Dice,  up  to  a  number  of  dice  equal  to  half  of  the
character’s  total  number  of  them  (minimum  of  one
die).  For  example,  if  a  character  has  eight  Hit  Dice,  he
or  she  can  regain  four  spent  Hit  Dice  upon  finishing  a
long  rest.
 A  character  can’t  benefit  from  more  than  one  long
rest  in  a  24-­‐‑hour  period,  and  a  character  must  have
at  least  1  hit  point  at  the  start  of  the  rest  to  gain  its
benefits.
System  Reference  Document  5.1   88
Between Adventures
Between  trips  to  dungeons  and  battles  against
ancient  evils,  adventurers  need  time  to  rest,
recuperate,  and  prepare  for  their  next  adventure.
Many  adventurers  also  use  this  time  to  perform
other  tasks,  such  as  crafting  arms  and  armor,
performing  research,  or  spending  their  hard-­‐‑earned
gold.
 In  some  cases,  the  passage  of  time  is  something
that  occurs  with  little  fanfare  or  description.  When
starting  a  new  adventure,  the  GM  might  simply
declare  that  a  certain  amount  of  time  has  passed  and
allow  you  to  describe  in  general  terms  what  your
character  has  been  doing.  At  other  times,  the  GM
might  want  to  keep  track  of  just  how  much  time  is
passing  as  events  beyond  your  perception  stay  in
motion.
Lifestyle Expenses
Between  adventures,  you  choose  a  particular  quality
of  life  and  pay  the  cost  of  maintaining  that  lifestyle.  
 Living  a  particular  lifestyle  doesn’t  have  a  huge
effect  on  your  character,  but  your  lifestyle  can  affect
the  way  other  individuals  and  groups  react  to  you.
For  example,  when  you  lead  an  aristocratic  lifestyle,
it  might  be  easier  for  you  to  influence  the  nobles  of
the  city  than  if  you  live  in  poverty.
Downtime Activities
Between  adventures,  the  GM  might  ask  you  what
your  character  is  doing  during  his  or  her  downtime.
Periods  of  downtime  can  vary  in  duration,  but  each
downtime  activity  requires  a  certain  number  of  days
to  complete  before  you  gain  any  benefit,  and  at  least
8  hours  of  each  day  must  be  spent  on  the  downtime
activity  for  the  day  to  count.  The  days  do  not  need  to
be  consecutive.  If  you  have  more  than  the  minimum
amount  of  days  to  spend,  you  can  keep  doing  the
same  thing  for  a  longer  period  of  time,  or  switch  to  a
new  downtime  activity.  
 Downtime  activities  other  than  the  ones  presented
below  are  possible.  If  you  want  your  character  to
spend  his  or  her  downtime  performing  an  activity
not  covered  here,  discuss  it  with  your  GM.
Crafting
You  can  craft  nonmagical  objects,  including
adventuring  equipment  and  works  of  art.  You  must
be  proficient  with  tools  related  to  the  object  you  are
trying  to  create  (typically  artisan’s  tools).  You  might
also  need  access  to  special  materials  or  locations
necessary  to  create  it.  For  example,  someone
proficient  with  smith’s  tools  needs  a  forge  in  order
to  craft  a  sword  or  suit  of  armor.
 For  every  day  of  downtime  you  spend  crafting,  you
can  craft  one  or  more  items  with  a  total  market
value  not  exceeding  5  gp,  and  you  must  expend  raw
materials  worth  half  the  total  market  value.  If
something  you  want  to  craft  has  a  market  value
greater  than  5  gp,  you  make  progress  every  day  in  5-­‐‑
gp  increments  until  you  reach  the  market  value  of
the  item.  For  example,  a  suit  of  plate  armor  (market
value  1,500  gp)  takes  300  days  to  craft  by  yourself.
 Multiple  characters  can  combine  their  efforts
toward  the  crafting  of  a  single  item,  provided  that
the  characters  all  have  proficiency  with  the  requisite
tools  and  are  working  together  in  the  same  place.
Each  character  contributes  5  gp  worth  of  effort  for
every  day  spent  helping  to  craft  the  item.  For
example,  three  characters  with  the  requisite  tool
proficiency  and  the  proper  facilities  can  craft  a  suit
of  plate  armor  in  100  days,  at  a  total  cost  of  750  gp.
 While  crafting,  you  can  maintain  a  modest  lifestyle
without  having  to  pay  1  gp  per  day,  or  a  comfortable
lifestyle  at  half  the  normal  cost.
Practicing a Profession
You  can  work  between  adventures,  allowing  you  to
maintain  a  modest  lifestyle  without  having  to  pay  1
gp  per  day.  This  benefit  lasts  as  long  you  continue  to
practice  your  profession.
 If  you  are  a  member  of  an  organization  that  can
provide  gainful  employment,  such  as  a  temple  or  a
thieves’  guild,  you  earn  enough  to  support  a
comfortable  lifestyle  instead.
 If  you  have  proficiency  in  the  Performance  skill
and  put  your  performance  skill  to  use  during  your
downtime,  you  earn  enough  to  support  a  wealthy
lifestyle  instead.
Recuperating
You  can  use  downtime  between  adventures  to
recover  from  a  debilitating  injury,  disease,  or  poison.
 After  three  days  of  downtime  spent  recuperating,
you  can  make  a  DC  15  Constitution  saving  throw.  On
a  successful  save,  you  can  choose  one  of  the
following  results:
• End  one  effect  on  you  that  prevents  you  from
regaining  hit  points.
• For  the  next  24  hours,  gain  advantage  on  saving
throws  against  one  disease  or  poison  currently
affecting  you.
System  Reference  Document  5.1   89
Researching
The  time  between  adventures  is  a  great  chance  to
perform  research,  gaining  insight  into  mysteries  that
have  unfurled  over  the  course  of  the  campaign.
Research  can  include  poring  over  dusty  tomes  and
crumbling  scrolls  in  a  library  or  buying  drinks  for
the  locals  to  pry  rumors  and  gossip  from  their  lips.
 When  you  begin  your  research,  the  GM  determines
whether  the  information  is  available,  how  many  days
of  downtime  it  will  take  to  find  it,  and  whether  there
are  any  restrictions  on  your  research  (such  as
needing  to  seek  out  a  specific  individual,  tome,  or
location).  The  GM  might  also  require  you  to  make
one  or  more  ability  checks,  such  as  an  Intelligence
(Investigation)  check  to  find  clues  pointing  toward
the  information  you  seek,  or  a  Charisma
(Persuasion)  check  to  secure  someone’s  aid.  Once
those  conditions  are  met,  you  learn  the  information
if  it  is  available.
 For  each  day  of  research,  you  must  spend  1  gp  to
cover  your  expenses.  This  cost  is  in  addition  to  your
normal  lifestyle  expenses.
Training
You  can  spend  time  between  adventures  learning  a
new  language  or  training  with  a  set  of  tools.  Your  GM
might  allow  additional  training  options.
 First,  you  must  find  an  instructor  willing  to  teach
you.  The  GM  determines  how  long  it  takes,  and
whether  one  or  more  ability  checks  are  required.
 The  training  lasts  for  250  days  and  costs  1  gp  per
day.  After  you  spend  the  requisite  amount  of  time
and  money,  you  learn  the  new  language  or  gain
proficiency  with  the  new  tool.
System  Reference  Document  5.1   90
The Order of Combat
A  typical  combat  encounter  is  a  clash  between  two
sides,  a  flurry  of  weapon  swings,  feints,  parries,
footwork,  and  spellcasting.  The  game  organizes  the
chaos  of  combat  into  a  cycle  of  rounds  and  turns.  A
round  represents  about  6  seconds  in  the  game
world.  During  a  round,  each  participant  in  a  battle
takes  a  turn.  The  order  of  turns  is  determined  at  the
beginning  of  a  combat  encounter,  when  everyone
rolls  initiative.  Once  everyone  has  taken  a  turn,  the
fight  continues  to  the  next  round  if  neither  side  has
defeated  the  other.
Combat Step by Step
1. Determine  surprise.  The  GM  determines  whether  anyone
involved  in  the  combat  encounter  is  surprised.
2. Establish  positions.  The  GM  decides  where  all  the
characters  and  monsters  are  located.  Given  the
adventurers’  marching  order  or  their  stated  positions  in
the  room  or  other  location,  the  GM  figures  out  where  the
adversaries  are̶how  far  away  and  in  what  direction.
3. Roll  initiative.  Everyone  involved  in  the  combat  encounter
rolls  initiative,  determining  the  order  of  combatants’  turns.
4. Take  turns.  Each  participant  in  the  battle  takes  a  turn  in
initiative  order.
5. Begin  the  next  round.  When  everyone  involved  in  the
combat  has  had  a  turn,  the  round  ends.  Repeat  step  4  until
the  fighting  stops.
Surprise
A  band  of  adventurers  sneaks  up  on  a  bandit  camp,
springing  from  the  trees  to  attack  them.  A  gelatinous
cube  glides  down  a  dungeon  passage,  unnoticed  by
the  adventurers  until  the  cube  engulfs  one  of  them.
In  these  situations,  one  side  of  the  battle  gains
surprise  over  the  other.
 The  GM  determines  who  might  be  surprised.  If
neither  side  tries  to  be  stealthy,  they  automatically
notice  each  other.  Otherwise,  the  GM  compares  the
Dexterity  (Stealth)  checks  of  anyone  hiding  with  the
passive  Wisdom  (Perception)  score  of  each  creature
on  the  opposing  side.  Any  character  or  monster  that
doesn’t  notice  a  threat  is  surprised  at  the  start  of  the
encounter.
 If  you’re  surprised,  you  can’t  move  or  take  an
action  on  your  first  turn  of  the  combat,  and  you  can’t
take  a  reaction  until  that  turn  ends.  A  member  of  a
group  can  be  surprised  even  if  the  other  members
aren’t.
Initiative
Initiative  determines  the  order  of  turns  during
combat.  When  combat  starts,  every  participant
makes  a  Dexterity  check  to  determine  their  place  in
the  initiative  order.  The  GM  makes  one  roll  for  an
entire  group  of  identical  creatures,  so  each  member  of
the  group  acts  at  the  same  time.
 The  GM  ranks  the  combatants  in  order  from  the
one  with  the  highest  Dexterity  check  total  to  the  one
with  the  lowest.  This  is  the  order  (called  the
initiative  order)  in  which  they  act  during  each  round.
The  initiative  order  remains  the  same  from  round  to
round.
 If  a  tie  occurs,  the  GM  decides  the  order  among
tied  GM-­‐‑controlled  creatures,  and  the  players  decide
the  order  among  their  tied  characters.  The  GM  can
decide  the  order  if  the  tie  is  between  a  monster  and
a  player  character.  Optionally,  the  GM  can  have  the
tied  characters  and  monsters  each  roll  a  d20  to
determine  the  order,  highest  roll  going  first.
Your Turn
On  your  turn,  you  can move  a  distance  up  to  your
speed  and take  one  action.  You  decide  whether  to
move  first  or  take  your  action  first.  Your  speed—
sometimes  called  your  walking  speed—is  noted  on
your  character  sheet.
 The  most  common  actions  you  can  take  are
described  in  the  “Actions  in  Combat”  section.  Many
class  features  and  other  abilities  provide  additional
options  for  your  action.
 The  “Movement  and  Position”  section  gives  the
rules  for  your  move.
 You  can  forgo  moving,  taking  an  action,  or  doing
anything  at  all  on  your  turn.  If  you  can’t  decide  what
to  do  on  your  turn,  consider  taking  the  Dodge  or
Ready  action,  as  described  in  “Actions  in  Combat.”
Bonus Actions
Various  class  features,  spells,  and  other  abilities  let
you  take  an  additional  action  on  your  turn  called  a
bonus  action.  The  Cunning  Action  feature,  for
example,  allows  a  rogue  to  take  a  bonus  action.  You
can  take  a  bonus  action  only  when  a  special  ability,
spell,  or  other  feature  of  the  game  states  that  you  can
do  something  as  a  bonus  action.  You  otherwise  don’t
have  a  bonus  action  to  take.
 You  can  take  only  one  bonus  action  on  your  turn,
so  you  must  choose  which  bonus  action  to  use  when
you  have  more  than  one  available.
 You  choose  when  to  take  a  bonus  action  during
your  turn,  unless  the  bonus  action’s  timing  is
System  Reference  Document  5.1   91
specified,  and  anything  that  deprives  you  of  your
ability  to  take  actions  also  prevents  you  from  taking
a  bonus  action.
Other Activity on Your Turn
Your  turn  can  include  a  variety  of  flourishes  that
require  neither  your  action  nor  your  move.
 You  can  communicate  however  you  are  able,
through  brief  utterances  and  gestures,  as  you  take
your  turn.
 You  can  also  interact  with  one  object  or  feature  of
the  environment  for  free,  during  either  your  move  or
your  action.  For  example,  you  could  open  a  door
during  your  move  as  you  stride  toward  a  foe,  or  you
could  draw  your  weapon  as  part  of  the  same  action
you  use  to  attack.
 If  you  want  to  interact  with  a  second  object,  you
need  to  use  your  action.  Some  magic  items  and  other
special  objects  always  require  an  action  to  use,  as
stated  in  their  descriptions.
 The  GM  might  require  you  to  use  an  action  for  any
of  these  activities  when  it  needs  special  care  or  when
it  presents  an  unusual  obstacle.  For  instance,  the  GM
could  reasonably  expect  you  to  use  an  action  to  open
a  stuck  door  or  turn  a  crank  to  lower  a  drawbridge.
Reactions
Certain  special  abilities,  spells,  and  situations  allow
you  to  take  a  special  action  called  a  reaction.  A
reaction  is  an  instant  response  to  a  trigger  of  some
kind,  which  can  occur  on  your  turn  or  on  someone
else’s.  The  opportunity  attack  is  the  most  common
type  of  reaction.
 When  you  take  a  reaction,  you  can’t  take  another
one  until  the  start  of  your  next  turn.  If  the  reaction
interrupts  another  creature’s  turn,  that  creature  can
continue  its  turn  right  after  the  reaction.
Movement and Position
In  combat,  characters  and  monsters  are  in  constant
motion,  often  using  movement  and  position  to  gain
the  upper  hand.
 On  your  turn,  you  can  move  a  distance  up  to  your
speed.  You  can  use  as  much  or  as  little  of  your  speed
as  you  like  on  your  turn,  following  the  rules  here.
 Your  movement  can  include  jumping,  climbing,
and  swimming.  These  different  modes  of  movement
can  be  combined  with  walking,  or  they  can
constitute  your  entire  move.  However  you’re  moving,
you  deduct  the  distance  of  each  part  of  your  move
from  your  speed  until  it  is  used  up  or  until  you  are
done  moving.
Breaking Up Your Move
You  can  break  up  your  movement  on  your  turn,
using  some  of  your  speed  before  and  after  your
action.  For  example,  if  you  have  a  speed  of  30  feet,
you  can  move  10  feet,  take  your  action,  and  then
move  20  feet.
Moving between Attacks
If  you  take  an  action  that  includes  more  than  one
weapon  attack,  you  can  break  up  your  movement
even  further  by  moving  between  those  attacks.  For
example,  a  fighter  who  can  make  two  attacks  with
the  Extra  Attack  feature  and  who  has  a  speed  of  25
feet  could  move  10  feet,  make  an  attack,  move  15
feet,  and  then  attack  again.
Using Different Speeds
If  you  have  more  than  one  speed,  such  as  your
walking  speed  and  a  flying  speed,  you  can  switch
back  and  forth  between  your  speeds  during  your
move.  Whenever  you  switch,  subtract  the  distance
you’ve  already  moved  from  the  new  speed.  The
result  determines  how  much  farther  you  can  move.
If  the  result  is  0  or  less,  you  can’t  use  the  new  speed
during  the  current  move.
 For  example,  if  you  have  a  speed  of  30  and  a  flying
speed  of  60  because  a  wizard  cast  the  fly  spell  on  you,
you  could  fly  20  feet,  then  walk  10  feet,  and  then
leap  into  the  air  to  fly  30  feet  more.
Difficult Terrain
Combat  rarely  takes  place  in  bare  rooms  or  on
featureless  plains.  Boulder-­‐‑strewn  caverns,  briar-­‐‑
choked  forests,  treacherous  staircases—the  setting
of  a  typical  fight  contains  difficult  terrain.
 Every  foot  of  movement  in  difficult  terrain  costs  1
extra  foot.  This  rule  is  true  even  if  multiple  things  in
a  space  count  as  difficult  terrain.
 Low  furniture,  rubble,  undergrowth,  steep  stairs,
snow,  and  shallow  bogs  are  examples  of  difficult
terrain.  The  space  of  another  creature,  whether
hostile  or  not,  also  counts  as  difficult  terrain.
Being Prone
Combatants  often  find  themselves  lying  on  the
ground,  either  because  they  are  knocked  down  or
because  they  throw  themselves  down.  In  the  game,
they  are  prone,  a  condition  described  in  appendix
PH-­‐‑A.
 You  can  drop  prone  without  using  any  of  your
speed.  Standing  up  takes  more  effort;  doing  so  costs
an  amount  of  movement  equal  to  half  your  speed.
System  Reference  Document  5.1   92
For  example,  if  your  speed  is  30  feet,  you  must  spend
15  feet  of  movement  to  stand  up.  You  can’t  stand  up
if  you  don’t  have  enough  movement  left  or  if  your
speed  is  0.
 To  move  while  prone,  you  must  crawl  or  use
magic  such  as  teleportation.  Every  foot  of  movement
while  crawling  costs  1  extra  foot.  Crawling  1  foot  in
difficult  terrain,  therefore,  costs  3  feet  of  movement.
Interacting with Objects Around You
Here  are  a  few  examples  of  the  sorts  of  thing  you  can  do  in
tandem  with  your  movement  and  action:
• draw  or  sheathe  a  sword
• open  or  close  a  door
• withdraw  a  potion  from  your  backpack
• pick  up  a  dropped  axe
• take  a  bauble  from  a  table
• remove  a  ring  from  your  finger
• stuff  some  food  into  your  mouth
• plant  a  banner  in  the  ground
• fish  a  few  coins  from  your  belt  pouch
• drink  all  the  ale  in  a  flagon
• throw  a  lever  or  a  switch
• pull  a  torch  from  a  sconce
• take  a  book  from  a  shelf  you  can  reach
• extinguish  a  small  flame
• don  a  mask
• pull  the  hood  of  your  cloak  up  and  over  your  head
• put  your  ear  to  a  door
• kick  a  small  stone
• turn  a  key  in  a  lock
• tap  the  floor  with  a  10-­‐foot  pole
• hand  an  item  to  another  character
Moving Around Other Creatures
You  can  move  through  a  nonhostile  creature’s  space.
In  contrast,  you  can  move  through  a  hostile
creature’s  space  only  if  the  creature  is  at  least  two
sizes  larger  or  smaller  than  you.  Remember  that
another  creature’s  space  is  difficult  terrain  for  you.
 Whether  a  creature  is  a  friend  or  an  enemy,  you
can’t  willingly  end  your  move  in  its  space.
 If  you  leave  a  hostile  creature’s  reach  during  your
move,  you  provoke  an  opportunity  attack.
Flying Movement
Flying  creatures  enjoy  many  benefits  of  mobility,  but
they  must  also  deal  with  the  danger  of  falling.  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.
Creature Size
Each  creature  takes  up  a  different  amount  of  space.
The  Size  Categories  table  shows  how  much  space  a
creature  of  a  particular  size  controls  in  combat.
Objects  sometimes  use  the  same  size  categories.
Size  Categories
Size   Space
Tiny   2˝  by  2˝  ft.
Small   5  by  5  ft.
Medium   5  by  5  ft.
Large   10  by  10  ft.
Huge   15  by  15  ft.
Gargantuan   20  by  20  ft.  or  larger
Space
A  creature’s  space  is  the  area  in  feet  that  it
effectively  controls  in  combat,  not  an  expression  of
its  physical  dimensions.  A  typical  Medium  creature
isn’t  5  feet  wide,  for  example,  but  it  does  control  a
space  that  wide.  If  a  Medium  hobgoblin  stands  in  a  5-­‐‑
foot-­‐‑wide  doorway,  other  creatures  can’t  get
through  unless  the  hobgoblin  lets  them.
 A  creature’s  space  also  reflects  the  area  it  needs  to
fight  effectively.  For  that  reason,  there’s  a  limit  to  the
number  of  creatures  that  can  surround  another
creature  in  combat.  Assuming  Medium  combatants,
eight  creatures  can  fit  in  a  5-­‐‑foot  radius  around
another  one.
 Because  larger  creatures  take  up  more  space,
fewer  of  them  can  surround  a  creature.  If  five  Large
creatures  crowd  around  a  Medium  or  smaller  one,
there’s  little  room  for  anyone  else.  In  contrast,  as
many  as  twenty  Medium  creatures  can  surround  a
Gargantuan  one.
Squeezing into a Smaller Space
A  creature  can  squeeze  through  a  space  that  is  large
enough  for  a  creature  one  size  smaller  than  it.  Thus,
a  Large  creature  can  squeeze  through  a  passage
that’s  only  5  feet  wide.  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.
System  Reference  Document  5.1   93
Actions in Combat
When  you  take  your  action  on  your  turn,  you  can
take  one  of  the  actions  presented  here,  an  action  you
gained  from  your  class  or  a  special  feature,  or  an
action  that  you  improvise.  Many  monsters  have
action  options  of  their  own  in  their  stat  blocks.
 When  you  describe  an  action  not  detailed
elsewhere  in  the  rules,  the  GM  tells  you  whether  that
action  is  possible  and  what  kind  of  roll  you  need  to
make,  if  any,  to  determine  success  or  failure.
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.  See  the  “Making  an  Attack”  section  for  the
rules  that  govern  attacks.
 Certain  features,  such  as  the  Extra  Attack  feature
of  the  fighter,  allow  you  to  make  more  than  one
attack  with  this  action.
Cast a Spell
Spellcasters  such  as  wizards  and  clerics,  as  well  as
many  monsters,  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.
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.
Disengage
If  you  take  the  Disengage  action,  your  movement
doesn’t  provoke  opportunity  attacks  for  the  rest  of
the  turn.
Dodge
When  you  take  the  Dodge  action,  you  focus  entirely
on  avoiding  attacks.  Until  the  start  of  your  next  turn,
any  attack  roll  made  against  you  has  disadvantage  if
you  can  see  the  attacker,  and  you  make  Dexterity
saving  throws  with  advantage.  You  lose  this  benefit
if  you  are  incapacitated  (as  explained  in  appendix
PH-­‐‑A)  or  if  your  speed  drops  to  0.
Help
You  can  lend  your  aid  to  another  creature  in  the
completion  of  a  task.  When  you  take  the  Help  action,
the  creature  you  aid  gains  advantage  on  the  next
ability  check  it  makes  to  perform  the  task  you  are
helping  with,  provided  that  it  makes  the  check
before  the  start  of  your  next  turn.
 Alternatively,  you  can  aid  a  friendly  creature  in
attacking  a  creature  within  5  feet  of  you.  You  feint,
distract  the  target,  or  in  some  other  way  team  up  to
make  your  ally’s  attack  more  effective.  If  your  ally
attacks  the  target  before  your  next  turn,  the  first
attack  roll  is  made  with  advantage.
Hide
When  you  take  the  Hide  action,  you  make  a  Dexterity
(Stealth)  check  in  an  attempt  to  hide,  following  the
rules  for  hiding.  If  you  succeed,  you  gain  certain
benefits,  as  described  in  the  “Unseen  Attackers  and
Targets”  section.
Ready
Sometimes  you  want  to  get  the  jump  on  a  foe  or  wait
for  a  particular  circumstance  before  you  act.  To  do
so,  you  can  take  the  Ready  action  on  your  turn,
which  lets  you  act  using  your  reaction  before  the
start  of  your  next  turn.
 First,  you  decide  what  perceivable  circumstance
will  trigger  your  reaction.  Then,  you  choose  the
action  you  will  take  in  response  to  that  trigger,  or
you  choose  to  move  up  to  your  speed  in  response  to
it.  Examples  include  “If  the  cultist  steps  on  the
trapdoor,  I’ll  pull  the  lever  that  opens  it,”  and  “If  the
goblin  steps  next  to  me,  I  move  away.”
 When  the  trigger  occurs,  you  can  either  take  your
reaction  right  after  the  trigger  finishes  or  ignore  the
trigger.  Remember  that  you  can  take  only  one
reaction  per  round.
 When  you  ready  a  spell,  you  cast  it  as  normal  but
hold  its  energy,  which  you  release  with  your
reaction  when  the  trigger  occurs.  To  be  readied,  a
spell  must  have  a  casting  time  of  1  action,  and
System  Reference  Document  5.1   94
holding  onto  the  spell’s  magic  requires
concentration.  If  your  concentration  is  broken,  the
spell  dissipates  without  taking  effect.  For  example,  if
you  are  concentrating  on  the  web  spell  and  ready
magic  missile,  your  web  spell  ends,  and  if  you  take
damage  before  you  release  magic  missile  with  your
reaction,  your  concentration  might  be  broken.
Search
When  you  take  the  Search  action,  you  devote  your
attention  to  finding  something.  Depending  on  the
nature  of  your  search,  the  GM  might  have  you  make
a  Wisdom  (Perception)  check  or  an  Intelligence
(Investigation)  check.
Use an Object
You  normally  interact  with  an  object  while  doing
something  else,  such  as  when  you  draw  a  sword  as
part  of  an  attack.  When  an  object  requires  your
action  for  its  use,  you  take  the  Use  an  Object  action.
This  action  is  also  useful  when  you  want  to  interact
with  more  than  one  object  on  your  turn.
Making an Attack
Whether  you’re  striking  with  a  melee  weapon,  firing
a  weapon  at  range,  or  making  an  attack  roll  as  part
of  a  spell,  an  attack  has  a  simple  structure.
1.  Choose  a  target.  Pick  a  target  within  your  attack’s
range:  a  creature,  an  object,  or  a  location.
2.  Determine  modifiers.  The  GM  determines
whether  the  target  has  cover  and  whether  you
have  advantage  or  disadvantage  against  the  target.
In  addition,  spells,  special  abilities,  and  other
effects  can  apply  penalties  or  bonuses  to  your
attack  roll.
3.  Resolve  the  attack.  You  make  the  attack  roll.  On  a
hit,  you  roll  damage,  unless  the  particular  attack
has  rules  that  specify  otherwise.  Some  attacks
cause  special  effects  in  addition  to  or  instead  of
damage.
If  there’s  ever  any  question  whether  something
you’re  doing  counts  as  an  attack,  the  rule  is  simple:  if
you’re  making  an  attack  roll,  you’re  making  an  attack.
Attack Rolls
When  you  make  an  attack,  your  attack  roll
determines  whether  the  attack  hits  or  misses.  To
make  an  attack  roll,  roll  a  d20  and  add  the
appropriate  modifiers.  If  the  total  of  the  roll  plus
modifiers  equals  or  exceeds  the  target’s  Armor  Class
(AC),  the  attack  hits.  The  AC  of  a  character  is
determined  at  character  creation,  whereas  the  AC  of
a  monster  is  in  its  stat  block.
Modifiers to the Roll
When  a  character  makes  an  attack  roll,  the  two  most
common  modifiers  to  the  roll  are  an  ability  modifier
and  the  character’s  proficiency  bonus.  When  a
monster  makes  an  attack  roll,  it  uses  whatever
modifier  is  provided  in  its  stat  block.
 Ability  Modifier.  The  ability  modifier  used  for  a
melee  weapon  attack  is  Strength,  and  the  ability
modifier  used  for  a  ranged  weapon  attack  is
Dexterity.  Weapons  that  have  the  finesse  or  thrown
property  break  this  rule.
 Some  spells  also  require  an  attack  roll.  The  ability
modifier  used  for  a  spell  attack  depends  on  the
spellcasting  ability  of  the  spellcaster.
 Proficiency  Bonus.  You  add  your  proficiency
bonus  to  your  attack  roll  when  you  attack  using  a
weapon  with  which  you  have  proficiency,  as  well  as
when  you  attack  with  a  spell.
Rolling 1 or 20
Sometimes  fate  blesses  or  curses  a  combatant,
causing  the  novice  to  hit  and  the  veteran  to  miss.
 If  the  d20  roll  for  an  attack  is  a  20,  the  attack  hits
regardless  of  any  modifiers  or  the  target’s  AC.  This  is
called  a  critical  hit.
 If  the  d20  roll  for  an  attack  is  a  1,  the  attack  misses
regardless  of  any  modifiers  or  the  target’s  AC.
Unseen Attackers and Targets
Combatants  often  try  to  escape  their  foes’  notice  by
hiding,  casting  the  invisibility  spell,  or  lurking  in
darkness.
 When  you  attack  a  target  that  you  can’t  see,  you
have  disadvantage  on  the  attack  roll.  This  is  true
whether  you’re  guessing  the  target’s  location  or
you’re  targeting  a  creature  you  can  hear  but  not  see.
If  the  target  isn’t  in  the  location  you  targeted,  you
automatically  miss,  but  the  GM  typically  just  says
that  the  attack  missed,  not  whether  you  guessed  the
target’s  location  correctly.
 When  a  creature  can’t  see  you,  you  have
advantage  on  attack  rolls  against  it.  If  you  are
hidden—both  unseen  and  unheard—when  you
make  an  attack,  you  give  away  your  location  when
the  attack  hits  or  misses.
System  Reference  Document  5.1   95
Ranged Attacks
When  you  make  a  ranged  attack,  you  fire  a  bow  or  a
crossbow,  hurl  a  handaxe,  or  otherwise  send
projectiles  to  strike  a  foe  at  a  distance.  A  monster
might  shoot  spines  from  its  tail.  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  or  a  shortbow,  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  the  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  with  a
weapon,  a  spell,  or  some  other  means,  you  have
disadvantage  on  the  attack  roll  if  you  are  within  5
feet  of  a  hostile  creature  who  can  see  you  and  who
isn’t  incapacitated.
Melee Attacks
Used  in  hand-­‐‑to-­‐‑hand  combat,  a  melee  attack  allows
you  to  attack  a  foe  within  your  reach.  A  melee  attack
typically  uses  a  handheld  weapon  such  as  a  sword,  a
warhammer,  or  an  axe.  A  typical  monster  makes  a
melee  attack  when  it  strikes  with  its  claws,  horns,
teeth,  tentacles,  or  other  body  part.  A  few  spells  also
involve  making  a  melee  attack.
 Most  creatures  have  a  5-­‐‑foot  reach  and  can  thus
attack  targets  within  5  feet  of  them  when  making  a
melee  attack.  Certain  creatures  (typically  those
larger  than  Medium)  have  melee  attacks  with  a
greater  reach  than  5  feet,  as  noted  in  their
descriptions.
 Instead  of  using  a  weapon  to  make  a  melee
weapon  attack,  you  can  use  an  unarmed  strike:  a
punch,  kick,  head-­‐‑butt,  or  similar  forceful  blow
(none  of  which  count  as  weapons).  On  a  hit,  an
unarmed  strike  deals  bludgeoning  damage  equal  to  1
+ your  Strength  modifier.  You  are  proficient  with
your  unarmed  strikes.
Opportunity Attacks
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.  For  example,
you  don’t  provoke  an  opportunity  attack  if  an
explosion  hurls  you  out  of  a  foe’s  reach  or  if  gravity
causes  you  to  fall  past  an  enemy.
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.
Grappling
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).  If  you  succeed,  you  subject  the  target  to  the
grappled  condition  (see  appendix  PH-­‐‑A).  The
condition  specifies  the  things  that  end  it,  and  you  can
release  the  target  whenever  you  like  (no  action
required).
 Escaping  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  your  Strength  (Athletics)  check.
System  Reference  Document  5.1   96
 Moving  a  Grappled  Creature.  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.
Contests in Combat
Battle  often  involves  pitting  your  prowess  against  that  of
your  foe.  Such  a  challenge  is  represented  by  a  contest.  This
section  includes  the  most  common  contests  that  require  an
action  in  combat:  grappling  and  shoving  a  creature.  The  GM
can  use  these  contests  as  models  for  improvising  others.
Shoving 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).  If  you  win  the
contest,  you  either  knock  the  target  prone  or  push  it
5  feet  away  from  you.
Cover
Walls,  trees,  creatures,  and  other  obstacles  can
provide  cover  during  combat,  making  a  target  more
difficult  to  harm.  A  target  can  benefit  from  cover
only  when  an  attack  or  other  effect  originates  on  the
opposite  side  of  the  cover.
 There  are  three  degrees  of  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.
 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.
Damage and Healing
Injury  and  the  risk  of  death  are  constant  companions
of  those  who  explore  fantasy  gaming  worlds.  The
thrust  of  a  sword,  a  well-­‐‑placed  arrow,  or  a  blast  of
flame  from  a  fireball  spell  all  have  the  potential  to
damage,  or  even  kill,  the  hardiest  of  creatures.
Hit Points
Hit  points  represent  a  combination  of  physical  and
mental  durability,  the  will  to  live,  and  luck.  Creatures
with  more  hit  points  are  more  difficult  to  kill.  Those
with  fewer  hit  points  are  more  fragile.
 A  creature’s  current  hit  points  (usually  just  called
hit  points)  can  be  any  number  from  the  creature’s  hit
point  maximum  down  to  0.  This  number  changes
frequently  as  a  creature  takes  damage  or  receives
healing.
 Whenever  a  creature  takes  damage,  that  damage  is
subtracted  from  its  hit  points.  The  loss  of  hit  points
has  no  effect  on  a  creature’s  capabilities  until  the
creature  drops  to  0  hit  points.
Damage Rolls
Each  weapon,  spell,  and  harmful  monster  ability
specifies  the  damage  it  deals.  You  roll  the  damage
die  or  dice,  add  any  modifiers,  and  apply  the  damage
to  your  target.  Magic  weapons,  special  abilities,  and
other  factors  can  grant  a  bonus  to  damage.  With  a
penalty,  it  is  possible  to  deal  0  damage,  but  never
negative  damage.
 When  attacking  with  a  weapon,  you  add  your
ability  modifier—the  same  modifier  used  for  the
attack  roll—to  the  damage.  A  spell  tells  you  which
dice  to  roll  for  damage  and  whether  to  add  any
modifiers.
 If  a  spell  or  other  effect  deals  damage  to  more
than  one  target  at  the  same  time,  roll  the  damage
once  for  all  of  them.  For  example,  when  a  wizard
casts  fireball  or  a  cleric  casts  flame  strike,  the  spell’s
damage  is  rolled  once  for  all  creatures  caught  in  the
blast.
Critical Hits
When  you  score  a  critical  hit,  you  get  to  roll  extra
dice  for  the  attack’s  damage  against  the  target.  Roll
all  of  the  attack’s  damage  dice  twice  and  add  them
System  Reference  Document  5.1   97
together.  Then  add  any  relevant  modifiers  as  normal.
To  speed  up  play,  you  can  roll  all  the  damage  dice  at
once.
 For  example,  if  you  score  a  critical  hit  with  a
dagger,  roll  2d4  for  the  damage,  rather  than  1d4,  and
then  add  your  relevant  ability  modifier.  If  the  attack
involves  other  damage  dice,  such  as  from  the  rogue’s
Sneak  Attack  feature,  you  roll  those  dice  twice  as
well.
Damage Types
Different  attacks,  damaging  spells,  and  other  harmful
effects  deal  different  types  of  damage.  Damage  types
have  no  rules  of  their  own,  but  other  rules,  such  as
damage  resistance,  rely  on  the  types.
 The  damage  types  follow,  with  examples  to  help  a
GM  assign  a  damage  type  to  a  new  effect.
 Acid.  The  corrosive  spray  of  a  black  dragon’s
breath  and  the  dissolving  enzymes  secreted  by  a
black  pudding  deal  acid  damage.
 Bludgeoning.  Blunt  force  attacks—hammers,
falling,  constriction,  and  the  like—deal  bludgeoning
damage.
 Cold.  The  infernal  chill  radiating  from  an  ice
devil’s  spear  and  the  frigid  blast  of  a  white  dragon’s
breath  deal  cold  damage.
 Fire.  Red  dragons  breathe  fire,  and  many  spells
conjure  flames  to  deal  fire  damage.
 Force.  Force  is  pure  magical  energy  focused  into  a
damaging  form.  Most  effects  that  deal  force  damage
are  spells,  including  magic  missile  and  spiritual
weapon.
 Lightning.  A  lightning  bolt  spell  and  a  blue
dragon’s  breath  deal  lightning  damage.
 Necrotic.  Necrotic  damage,  dealt  by  certain
undead  and  a  spell  such  as  chill  touch,  withers
matter  and  even  the  soul.
 Piercing.  Puncturing  and  impaling  attacks,
including  spears  and  monsters’  bites,  deal  piercing
damage.
 Poison.  Venomous  stings  and  the  toxic  gas  of  a
green  dragon’s  breath  deal  poison  damage.
 Psychic.  Mental  abilities  such  as  a  mind  flayer’s
psionic  blast  deal  psychic  damage.
 Radiant.  Radiant  damage,  dealt  by  a  cleric’s  flame
strike  spell  or  an  angel’s  smiting  weapon,  sears  the
flesh  like  fire  and  overloads  the  spirit  with  power.
 Slashing.  Swords,  axes,  and  monsters’  claws  deal
slashing  damage.
 Thunder.  A  concussive  burst  of  sound,  such  as  the
effect  of  the  thunderwave  spell,  deals  thunder
damage.
Damage Resistance and
Vulnerability
Some  creatures  and  objects  are  exceedingly  difficult
or  unusually  easy  to  hurt  with  certain  types  of
damage.
 If  a  creature  or  an  object  has  resistance  to  a
damage  type,  damage  of  that  type  is  halved  against  it.
If  a  creature  or  an  object  has  vulnerability  to  a
damage  type,  damage  of  that  type  is  doubled  against
it.
 Resistance  and  then  vulnerability  are  applied  after
all  other  modifiers  to  damage.  For  example,  a
creature  has  resistance  to  bludgeoning  damage  and
is  hit  by  an  attack  that  deals  25  bludgeoning  damage.
The  creature  is  also  within  a  magical  aura  that
reduces  all  damage  by  5.  The  25  damage  is  first
reduced  by  5  and  then  halved,  so  the  creature  takes
10  damage.
 Multiple  instances  of  resistance  or  vulnerability
that  affect  the  same  damage  type  count  as  only  one
instance.  For  example,  if  a  creature  has  resistance  to
fire  damage  as  well  as  resistance  to  all  nonmagical
damage,  the  damage  of  a  nonmagical  fire  is  reduced
by  half  against  the  creature,  not  reduced  by  three-­‐‑
quarters.
Healing
Unless  it  results  in  death,  damage  isn’t  permanent.
Even  death  is  reversible  through  powerful  magic.
Rest  can  restore  a  creature’s  hit  points,  and  magical
methods  such  as  a  cure  wounds  spell  or  a  potion  of
healing  can  remove  damage  in  an  instant.
 When  a  creature  receives  healing  of  any  kind,  hit
points  regained  are  added  to  its  current  hit  points.  A
creature’s  hit  points  can’t  exceed  its  hit  point
maximum,  so  any  hit  points  regained  in  excess  of
this  number  are  lost.  For  example,  a  druid  grants  a
ranger  8  hit  points  of  healing.  If  the  ranger  has  14
current  hit  points  and  has  a  hit  point  maximum  of  20,
the  ranger  regains  6  hit  points  from  the  druid,  not  8.
 A  creature  that  has  died  can’t  regain  hit  points
until  magic  such  as  the  revivify  spell  has  restored  it
to  life.
Dropping to 0 Hit Points
When  you  drop  to  0  hit  points,  you  either  die
outright  or  fall  unconscious,  as  explained  in  the
following  sections.
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Instant Death
Massive  damage  can  kill  you  instantly.  When  damage
reduces  you  to  0  hit  points  and  there  is  damage
remaining,  you  die  if  the  remaining  damage  equals
or  exceeds  your  hit  point  maximum.
 For  example,  a  cleric  with  a  maximum  of  12  hit
points  currently  has  6  hit  points.  If  she  takes  18
damage  from  an  attack,  she  is  reduced  to  0  hit  points,
but  12  damage  remains.  Because  the  remaining
damage  equals  her  hit  point  maximum,  the  cleric
dies.
Falling Unconscious
If  damage  reduces  you  to  0  hit  points  and  fails  to  kill
you,  you  fall  unconscious  (see  appendix  PH-­‐‑A).  This
unconsciousness  ends  if  you  regain  any  hit  points.
Death Saving Throws
Whenever  you  start  your  turn  with  0  hit  points,  you
must  make  a  special  saving  throw,  called  a  death
saving  throw,  to  determine  whether  you  creep  closer
to  death  or  hang  onto  life.  Unlike  other  saving
throws,  this  one  isn’t  tied  to  any  ability  score.  You
are  in  the  hands  of  fate  now,  aided  only  by  spells  and
features  that  improve  your  chances  of  succeeding  on
a  saving  throw.
 Roll  a  d20.  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  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  1  or  20.  When  you  make  a  death  saving
throw  and  roll  a  1  on  the  d20,  it  counts  as  two
failures.  If  you  roll  a  20  on  the  d20,  you  regain  1  hit
point.
 Damage  at  0  Hit  Points.  If  you  take  any  damage
while  you  have  0  hit  points,  you  suffer  a  death  saving
throw  failure.  If  the  damage  is  from  a  critical  hit,  you
suffer  two  failures  instead.  If  the  damage  equals  or
exceeds  your  hit  point  maximum,  you  suffer  instant
death.
Stabilizing a Creature
The  best  way  to  save  a  creature  with  0  hit  points  is
to  heal  it.  If  healing  is  unavailable,  the  creature  can
at  least  be  stabilized  so  that  it  isn’t  killed  by  a  failed
death  saving  throw.
 You  can  use  your  action  to  administer  first  aid  to
an  unconscious  creature  and  attempt  to  stabilize  it,
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  does
remain  unconscious.  The  creature  stops  being  stable,
and  must  start  making  death  saving  throws  again,  if
it  takes  any  damage.  A  stable  creature  that  isn’t
healed  regains  1  hit  point  after  1d4  hours.
Monsters and Death
Most  GMs  have  a  monster  die  the  instant  it  drops  to
0  hit  points,  rather  than  having  it  fall  unconscious
and  make  death  saving  throws.
 Mighty  villains  and  special  nonplayer  characters
are  common  exceptions;  the  GM  might  have  them
fall  unconscious  and  follow  the  same  rules  as  player
characters.
Knocking a Creature Out
Sometimes  an  attacker  wants  to  incapacitate  a  foe,
rather  than  deal  a  killing  blow.  When  an  attacker
reduces  a  creature  to  0  hit  points  with  a  melee  attack,
the  attacker  can  knock  the  creature  out.  The  attacker
can  make  this  choice  the  instant  the  damage  is  dealt.
The  creature  falls  unconscious  and  is  stable.
Temporary Hit Points
Some  spells  and  special  abilities  confer  temporary
hit  points  to  a  creature.  Temporary  hit  points  aren’t
actual  hit  points;  they  are  a  buffer  against  damage,  a
pool  of  hit  points  that  protect  you  from  injury.
 When  you  have  temporary  hit  points  and  take
damage,  the  temporary  hit  points  are  lost  first,  and
any  leftover  damage  carries  over  to  your  normal  hit
points.  For  example,  if  you  have  5  temporary  hit
points  and  take  7  damage,  you  lose  the  temporary
hit  points  and  then  take  2  damage.
 Because  temporary  hit  points  are  separate  from
your  actual  hit  points,  they  can  exceed  your  hit  point
maximum.  A  character  can,  therefore,  be  at  full  hit
points  and  receive  temporary  hit  points.
 Healing  can’t  restore  temporary  hit  points,  and
they  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.
 If  you  have  0  hit  points,  receiving  temporary  hit
points  doesn’t  restore  you  to  consciousness  or
stabilize  you.  They  can  still  absorb  damage  directed
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at  you  while  you’re  in  that  state,  but  only  true
healing  can  save  you.
 Unless  a  feature  that  grants  you  temporary  hit
points  has  a  duration,  they  last  until  they’re  depleted
or  you  finish  a  long  rest.
Mounted Combat
A  knight  charging  into  battle  on  a  warhorse,  a  wizard
casting  spells  from  the  back  of  a  griffon,  or  a  cleric
soaring  through  the  sky  on  a  pegasus  all  enjoy  the
benefits  of  speed  and  mobility  that  a  mount  can
provide.  
 A  willing  creature  that  is  at  least  one  size  larger
than  you  and  that  has  an  appropriate  anatomy  can
serve  as  a  mount,  using  the  following  rules.
Mounting and Dismounting
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.  For  example,  if  your  speed  is  30  feet,  you
must  spend  15  feet  of  movement  to  mount  a  horse.
Therefore,  you  can’t  mount  it  if  you  don’t  have  15
feet  of  movement  left  or  if  your  speed  is  0.
 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.
Controlling a Mount
While  you’re  mounted,  you  have  two  options.  You
can  either  control  the  mount  or  allow  it  to  act
independently.  Intelligent  creatures,  such  as  dragons,
act  independently.
 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.  It  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.
 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.
  In  either  case,  if  the  mount  provokes  an
opportunity  attack  while  you’re  on  it,  the  attacker
can  target  you  or  the  mount.
Underwater Combat
When  adventurers  pursue  sahuagin  back  to  their
undersea  homes,  fight  off  sharks  in  an  ancient
shipwreck,  or  find  themselves  in  a  flooded  dungeon
room,  they  must  fight  in  a  challenging  environment.
Underwater  the  following  rules  apply.
 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  weapon  that  is  thrown  like  a  javelin
(including  a  spear,  trident,  or  dart).
 Creatures  and  objects  that  are  fully  immersed  in
water  have  resistance  to  fire  damage.