Dungeons & Dragons

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Dungeons & Dragons (Fifth Edition)

d20 Modern (5E)

Base humanoid speed is 30 ft..


Date Item
2014-08 Starter Set • “Lost Mine of Phandelver”
2014-08 Core booksPHBDMGMM
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 Modernᴜᴀ 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 Eberronᴜᴀ 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 RavnicaGGR Maps and MiscellanyGGR Dice
2018-11 WD Dungeon of the Mad Mage
2018-12 WD City of the Dead Statues & Monuments $50

Spellbook Cards

  • GF9 73915 SC: Arcane (version 3)
  • GF9 73916 SC: Cleric (version 3)
  • GF9 73917 SC: Druid (version 3)
  • GF9 73918 SC: Bard (version 3)
  • GF9 73919 SC: Paladin (version 3)
  • GF9 73920 SC: Ranger (version 3)
  • GF9 73921 SC: Martial Powers & Races (version 3)
  • GF9 73922 SC: Xanathar’s Guide to Everything (v1)
  • GF9 73923 Monster Cards: Challenge 0–5
  • GF9 73924 Monster Cards: Challenge 6–16


  • 2016-11 Tome of Beasts (Kobold Press)
  • 2017-09 OAR-1 Into the BorderlandsFEF-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



HP maximum Attack rolls vs creature Speak Take actions & reactions Saving throws, strength Saving throws, dexterity Saving throws, other Movement speed Ability checks by creature Attack rolls by creature  
? Deafened
A ? D Blinded
NO Charmed
? D D Frightened
0 Grappled
D  ? A Invisible
NO NO NO Incapacitated
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
A/D ? D Prone
A D 0 D Restrained
D Exhaustion
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
0 NO NO D D D 0 NO NO Exhaustion 6


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


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


  • 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.


  • 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.


  • 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.


  • 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.


  • An incapacitated creature can’t take actions or reactions.
  • The creatures loses concentration on a spell.


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


  • A paralyzed creature is incapacitated, can’t move, and can’t 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.


  • An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • 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.
  • The creature drops whatever it’s holding and falls prone.


  • A petrified creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • A petrified creature is transformed, along with any nonmagical objects 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 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.


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


  • 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.


  • 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.


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.

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.

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).


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.
Creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.


A 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.


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.


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.


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.

Type (monster)

A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

The game includes the following monster types, which have no rules of their own.

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

A variety of humanoids appear throughout this book, but the races detailed in the Player’s Handbook—with the exception of drow—are dealt with in appendix B. That appendix gives you a number of stat blocks that you can use to make various members of those races.

Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owl bears), and others, are the product-of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.


A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.


A monster’s speed tells you how far it can move on its turn. For more information on s peed, see the Player’s Handbook.

All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.

Some creatures have one or more of the following additional movement modes.

A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special tra it that allows it to do so.
A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to s pend extra movement to climb.
A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies.
A monster that has a swimming speed doesn’t need to spend extra movement to swim.


Oeridian hero-god of defenses and fortifications.
Oerth goddess of forests, woodlands, flora, fauna, and fertility. Known to elves as “Ehlenestra”. Analogous to the Faerûnian and Finnish Mielikki
Oerth hero-god of bards and musicians.
an elder evil aka the Dark Hunger.


— ☾
Aganazzar – from Faerûn
Elminster ☾ – from Faerûn (Ed Greenwood)
Maximilian – otherwise unknown.
Snilloc – from Faerûn (Dave Collins, from Jeff Grubb’s pre-FR Toril)


last planer layer of Tarterus.
a city turned into a demiplane of undead by Orcus.
a town large enough to support a cathedral.
a village large enough to support a regional marketplace.
a community large enough to support a church.
King	Emperor	Emperor	Empire	
	King	King	Kingdom	
	Prince	Prince	Principality	
Earl	Duke	Duke	Duchy	
		Marquis	Border County	Sheriff
	Count	Count	Shire/County	
Baron	Baron	Baron	Barony		Bailiff
	Knight	Baronet		
	cathedral	City	
	fortified	Borough	
	market		Town		Constable
	church		Village	


6-seconds of time during combat.
a combatants turn to act during a round of combat.


1974	Dungeons & Dragons						
1975	The Strategic Review						
1976	Dragon						
1977	MM	Basic		2009	MM	1977	0-935696-00-8
1978	PHB			2010	PHB	1978	0-935696-01-6
1979	DMG			2111	DMG	1979	0-935696-02-4
1980				2013	D&D	1980	0-935696-22-9
1981		Expert		2012	FF	1981	0-935696-21-0
1983		Companion					
1984	Dragonlance	Master		2017	UA	1985	0-88038-084-5
1985	UA	Immortals		2018	OA	1985	0-88038-099-3
1986	OA			2021	Dragonlance	1987	0-88038-452-2
1987	Forgotten Realms			2022	MotP	1987	0-88038-399-2
1988				1031	FRCS	1987	0-88038-472-7
1989	2nd Ed.			1032	Kara-Tur	1988	
1990	Spelljammer			2106	FRA	1990	0-88038-828-5
1991		Cyclopedia					
1992	Al-Qadim						
1994	Planescape						
1995	(2nd Ed.)						
1997		WotC					
1998	Kara-Tur						
1999		Hasbro					
2000	(3rd Ed.)						
2002		Paizo					
2003	(v.3.5)						
2008	(4th Ed.)						
2014	(5th Ed.)						
2015	Dragon+