Difference between revisions of "Dungeons & Dragons"
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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. | 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. | ||
| + | ==== Obscuration ==== | ||
<span id="lightly obscured"></span><span id="heavily obscured"></span> | <span id="lightly obscured"></span><span id="heavily obscured"></span> | ||
A given area might be lightly or heavily obscured. | A given area might be lightly or heavily obscured. | ||
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;Heavily obscured: An area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). | ;Heavily obscured: An area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). | ||
}} | }} | ||
| + | |||
| + | ==== Light ==== | ||
<span id="bright light"></span><span id="dim light"></span><span id="darkness"></span> | <span id="bright light"></span><span id="dim light"></span><span id="darkness"></span> | ||
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. | The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. | ||
Revision as of 22:27, 5 September 2018
Dungeons & Dragons (D&D Fifth Edition)
Pages
Books
| 2014-08 | Starter Set • PHB • DMG • MM |
| 2014-08 | DM’s Screen, Tyranny of Dragons (GF9) |
| 2014-08 | TD Hoard of the Dragon Queen (Kobold Press) |
| 2014-10 | TD the Rise of Tiamat (Kobold Press) |
| 2015-04 | DM’s Screen, Elemental Evil (GF9) |
| 2015-04 | EE Princes of the Apocalypse (Sasquatch) |
| 2015-04 | Character Token Set (GF9) |
| 2015-06 | BS New d20 Modern • ᴜᴀ Modern Magic |
| 2015-09 | DM’s Screen, Rage of Demons (GF9) |
| 2015-09 | RD Out of the Abyss (Green Ronin) |
| 2015-11 | Sword Coast Adventurer’s Guide |
| 2016-04 | Plane Shift: Zendikar (MtG) |
| 2016-03 | Curse of Strahd |
| 2016-03 | DM’s Screen, Curse of Strahd (GF9) |
| 2016-03 | Tarokka Deck, Curse of Strahd (GF9) |
| 2016-08 | Plane Shift: Innistrad (MtG) |
| 2016-09 | Storm King’s Thunder |
| 2016-09 | DM’s Screen, Storm King’s Thunder (GF9) |
| 2016-11 | Volo’s Guide to Monsters |
| 2017-02 | Plane Shift: Kaladesh (MtG) |
| 2017-04 | Tales from the Yawning Portal |
| 2017-04 | UA Starter Spells |
| 2017-07 | Plane Shift: Amonkhet (MtG) |
| 2017-08 | Character Sheets |
| 2017-09 | Tomb of Annihilation |
| 2017-09 | DM’s Screen, Tomb of Annihilation (GF9) |
| 2017-09 | Map Set, Tomb of Annihilation (GF9) |
| 2017-11 | Xanathar’s Guide to Everything |
| 2017-11 | DM’s Screen Reincarnated |
| 2018-05 | Mordenkainen’s Tome of Foes |
| 2018-07 | Wayfinder’s Guide to Eberron • ᴜᴀ Races of Eberron |
| 2018-09 | WD Dragon Heist |
| 2018-10 | Core Rules Gift Set (Limited Edition) |
| 2018-10 | Art & Arcana (Special Edition Boxed Set) |
| 2018-11 | Guildmaster’s Guide to Ravnica • GGR Maps and Miscellany • GGR Dice |
| 2018-11 | WD Dungeon of the Mad Mage |
| 2018-12 | WD City of the Dead Statues & Monuments $50 |
Spellbook Cards
|
|
- GF9 73923 Monster Cards: Challenge 0–5
- GF9 73924 Monster Cards: Challenge 6–16
Licensed
- 2016-11 Tome of Beasts (Kobold Press)
- 2017-09 OAR-1 Into the Borderlands • FEF-14 Beneath the Keep (Goodman Games)
- Caves of Chaos (GF9)
GF9 maps
- Drow Sanctum (72779)
- Temple of Lolth (72780)
- Caverns of the Underdark (72801)
- Caverns of the Underdark: 3D Adventure Set (72802)
Ultra ᴘʀᴏ Character Folios:
- ᴜᴘ85276 “Giant Killer” Character Folio (AC)
- ᴜᴘ85279 “Dungeon Crawl” Character Folio (JO)
- ᴜᴘ85278 “Drow Attack” Character Folio
- ᴜᴘ85277 “Tavern Brawl” Character Folio (RS)
- ᴜᴘ85305 “Wizard” Character Folio (JS)
- ᴜᴘ86512 “Demogorgon” Character Folio
- ᴜᴘ86715 “Drizzt” Character Folio
- ᴜᴘ86716 “Papazotl’s Tomb” Character Folio (MB)
- ᴜᴘ86717 “Tomb of Annihilation” Character Folio
Glossary
Conditions
| – | – | A | – | – | – | – | – | – | ? | D | Blinded |
|---|---|---|---|---|---|---|---|---|---|---|---|
| – | A | – | – | – | – | – | – | – | – | NO | Charmed |
| – | – | – | – | – | – | – | – | – | ? | – | Deafened |
| – | – | – | – | – | – | – | – | – | D | – | Exhaustion 1 |
| – | – | – | – | – | – | – | – | ½ | D | – | Exhaustion 2 |
| – | – | – | – | – | D | D | D | ½ | D | D | Exhaustion 3 |
| ½ | – | – | – | – | D | D | D | ½ | D | D | Exhaustion 4 |
| ½ | – | – | – | – | D | D | D | 0 | D | D | Exhaustion 5 |
| N/A | – | – | NO | NO | D | D | D | N/A | N/A | N/A | Exhaustion 6 |
| – | – | – | – | – | – | – | – | ? | D | D | Frightened |
| – | – | – | – | – | – | – | – | 0 | – | – | Grappled |
| – | ? | D | – | – | – | – | – | – | ? | A | Invisible |
| – | – | – | – | NO | – | – | – | – | NO | NO | Incapacitated |
| – | – | A | – | NO | FAIL | FAIL | – | – | NO | NO | Stunned |
| – | – | Ac | NO | NO | FAIL | FAIL | – | 0 | NO | NO | Paralyzed |
| – | – | Ac | NO | NO | FAIL | FAIL | – | 0 | NO | NO | Unconscious |
| – | – | A? | NO | NO | FAIL | FAIL | – | 0 | NO | NO | Petrified |
| – | – | – | – | – | – | – | – | – | D | D | Poisoned |
| – | ? | – | – | – | – | – | – | ? | – | D | Prone |
| – | – | A | – | – | – | D | – | 0 | – | D | Restrained |
Blinded
- A blinded creature can’t sec and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Charmed
- A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated
- An incapacitated creature can’t take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated and can’t move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Exhaustion
| Level | Effect |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
- A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Stunned
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
- The creature drops whatever it’s holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Entities
- Daern
- Oeridian hero-god of defenses and fortifications.
- Ehlonna
- Oerth goddess of forests, woodlands, flora, fauna, and fertility. Known to elves as “Ehlenestra”. Analogous to the Faerûnian and Finnish Mielikki
- Heward
- Oerth hero-god of bards and musicians.
- Hadar
- an elder evil aka the Dark Hunger.
People
- Harpers
- — ☾
- archmages
- Abi-Dalzim – from Oerth (evil)
- Aganazzar – from Faerûn
- Bigby ➇ – from Oerth (Rob Kuntz)
- Drawmij ➇ – from Oerth (Jim Ward)
- Elminster ☾ – from Faerûn (Ed Greenwood)
- Evard the Black – from Oerth (evil)
- Leomund ➇ – from Oerth (Len Lakofka)
- Maximilian – otherwise unknown.
- Melf – grey elf from Oerth (Luke Gygax)
- Mordenkainen ➇ – from Oerth (Gary Gygax)
- Nystul ➇ – from Oerth (Mike Nystul)
- Otiluke ➇ – from Oerth (Luke Gygax)
- Otto ➇ – from Oerth (Rob Kuntz)
- Rary ➇ – from Oerth (Brian Blume)
- Tenser ➇ – from Oerth (Ernest Gygax)
- Snilloc – from Faerûn (Dave Collins, from Jeff Grubb’s pre-FR Toril)
- Tasha – from Oerth (evil, named for a little girl who wrote to Gygax)
Places
- Agathys
- last planer layer of Tarterus.
- Beastlands
- —
- Faerûn
- —
- Moil
- a city turned into a demiplane of undead by Orcus.
- Worldscape
- —
- City
- a town large enough to support a cathedral.
- Town
- a village large enough to support a regional marketplace.
- Village
- a community large enough to support a church.
King Emperor Emperor Empire King King Kingdom Prince Prince Principality ArchdukeArchduchy Earl Duke Duke Duchy Marquis Border County Sheriff Count Count Shire/County Viscount Baron Baron Baron Barony Bailiff Knight Baronet Knight Esquire Parish cathedral City fortified Borough market Town Constable church Village Hamlet
Things
- Round
- 6-seconds of time during combat.
- Turn
- a combatants turn to act during a round of combat.
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.
Obscuration
A given area might be lightly or heavily obscured.
- Lightly obscured
- An area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
- Heavily obscured
- An area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).
Light
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.
Darkvison
Many creatures in the worlds of D&D, 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.
Tremorsense
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures have this special sense.
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.