> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# 02. Game Fundamentals
## Dice
This game uses six or seven different polyhedral dice, each with a varying numbers of sides. The notation for dice is the letter d followed by the side count. So, a 6 sided die would be a d6. Below is a table featuring each die used in the game:
| **Image** | **Die** | **Sides** |
| ---------------- | --------------------- | --------- |
| ![[d4.svg\|30]] | d4 | 4 |
| ![[d6.svg\|30]] | d6 | 6 |
| ![[d8.svg\|30]] | d8 | 8 |
| ![[d10.svg\|30]] | d10 | 10 |
| ![[d12.svg\|30]] | d12 | 12 |
| ![[d20.svg\|30]] | d20 | 20 |
| ![[d10.svg\|30]] | d100 (Percentile Die) | 10 or 100 |
In this game, you will often be asked to roll dice and add modifiers to the total rolled. For example, roll 3d6+5, with 3d6 being three, six-sided dice and five being your modifier. Modifiers will be covered in more detail below.
Dice are used to determine outcomes in the game. They are also used to determine damage, random events, occurrences, and/or percentages.
### Rolling a D100
When you pair a d10 with a d100, you can roll both to determine the percentage of something. Use the single-digit die, the d10, to determine the 1s value and use the double-digit die, the d100, to determine the 10s value. See the table below for all possible outcomes using these dice:
| | **00** | **10** | **20** | **30** | **40** | **50** | **60** | **70** | **80** | **90** |
| ----- | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ |
| **0** | 100 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 |
| **1** | 1 | 11 | 21 | 31 | 41 | 51 | 61 | 71 | 81 | 91 |
| **2** | 2 | 12 | 22 | 32 | 42 | 52 | 62 | 72 | 82 | 92 |
| **3** | 3 | 13 | 23 | 33 | 43 | 53 | 63 | 73 | 83 | 93 |
| **4** | 4 | 14 | 24 | 34 | 44 | 54 | 64 | 74 | 84 | 94 |
| **5** | 5 | 15 | 25 | 35 | 45 | 55 | 65 | 75 | 85 | 95 |
| **6** | 6 | 16 | 26 | 36 | 46 | 56 | 66 | 76 | 86 | 96 |
| **7** | 7 | 17 | 27 | 37 | 47 | 57 | 67 | 77 | 87 | 97 |
| **8** | 8 | 18 | 28 | 38 | 48 | 58 | 68 | 78 | 88 | 98 |
| **9** | 9 | 19 | 29 | 39 | 49 | 59 | 69 | 79 | 89 | 99 |
### Rolling D20s
The d20 die is used for many of the game's core mechanics. This die is essential for gameplay and will be used more frequently than any other. There are three kinds of rolls which utilize the d20 consistently during gameplay:
- [[#Attacks]]
- [[#Checks]]
- [[#Saves]]
Each of these rolls add modifiers, bonuses, and/or penalties to determine if the player meets or beats a specific challenge value. There are two challenge values widely used throughout the game:
- [[#Armor Class (AC)]]
- [[#Difficulty Class (DC)]]
All rolls and challenge values will be covered in more detail later in this section.
### Rolling Two D20s
#### Advantage & Disadvantage
Sometimes the results of a d20 roll are changed by *advantage* or *disadvantage.* Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the negative circumstances. You usually acquire advantage or disadvantage through the use of special abilities or actions. The GM can also grant advantage or impose disadvantage for certain circumstances.
#### Inspiration
Occasionally the GM or a rule will grant you *inspiration* (not to be confused with inspiration granted by the bard class, [[Bard|bardic inspiration]]). If you have inspiration, you may use it at any time to reroll a d20 roll and take the higher number—think of this as a free advantage roll.
#### More Reroll Rules
When you have advantage or disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.
Also, multiple rules can coincide for one d20 roll. Regardless of how many rules apply advantage and disadvantage, you may only apply one instance of each on either side. So, if two rules grant advantage, and one imposes disadvantage, they'd cancel each other out as if there was one and one.
## Abilities
All creatures—characters and monsters—have six **_fundamental abilities_** that measure physical and mental characteristics, as shown on the table below:
| **Fundamental Ability** | **Score Measures...** | Great for... | Necessary for... |
| ----------------------- | ------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Strength]] | - Bodily power<br>- Natural athleticism<br>- Physical might | - [[Barbarian\|Barbarians]]<br>- [[Fighter\|Fighters]]<br>- [[Paladin\|Paladins]] | - [[Carpenter\|Carpenters]]<br>- [[Mason\|Masons]]<br>- [[Smith\|Smiths]] |
| [[Dexterity]] | - Agility<br>- Balance<br>- Gracefulness<br>- Reflexes | - [[Monk\|Monks]]<br>- [[Ranger\|Rangers]]<br>- [[Rogue\|Rogues]] | - [[Cobbler\|Cobblers]]<br>- [[Forger\|Forgers]]<br>- [[Glassblower\|Glassblowers]]<br>- [[Jewelcrafter\|Jewelcrafters]]<br>- [[Leatherworker\|Leatherworkers]]<br>- [[Potter\|Potters]]<br>- [[Thief\|Thieves]]<br>- [[Weaver\|Weavers]]<br>- [[Woodcarver\|Woodcarvers]] |
| [[Constitution]] | - Endurance<br>- Health<br>- Stamina<br>- Vital force | - All classes | |
| [[Intelligence]] | - Analytical skill<br>- Book smarts<br>- Memory<br>- Mental acuity<br>- Reasoning | - [[Artificer\|Artificers]]<br>- [[Wizard\|Wizards]]<br>- Some [[Fighter\|Fighters]]<br>- Some [[Rogue\|Rogues]] | - [[Alchemist\|Alchemists]]<br>- [[Brewer\|Brewers]]<br>- [[Calligrapher\|Calligraphers]]<br>- [[Cartographer\|Cartographers]]<br>- [[Gambler\|Gamblers]]<br>- [[Navigator\|Navigators]]<br>- [[Poisonmaker\|Poisonmakers]]<br>- [[Tinkerer\|Tinkerers]]<br> |
| [[Wisdom]] | - Awareness<br>- Emotional intelligence<br>- Intuition<br>- Mental fortitude<br>- Perceptiveness | - [[Cleric\|Clerics]]<br>- [[Druid\|Druids]]<br>- [[Monk\|Monks]]<br>- [[Ranger\|Rangers]] | - [[Cook\|Cooks]]<br>- [[Herbalist\|Herbalists]] |
| [[Charisma]] | - Charm<br>- Confidence<br>- Eloquence<br>- Force of personality<br>- Leadership<br>- Poise | - [[Bard\|Bards]]<br>- [[Paladin\|Paladins]]<br>- [[Sorcerer\|Sorcerers]]<br>- [[Warlock\|Warlocks]] | - [[Dresser\|Dressers]]<br>- [[Musician\|Musicians]]<br>- [[Painter\|Painters]] |
### Special Abilities
There are optional special abilities that a GM can elect to incorporate into games that have specific heavy-handed themes. Some games that rely on a thorough code of ethics or honor may require the use of an [[Honor]] ability. See the table below for special abilities and their use:
| **Special Ability** | **Score Measures...** |
| ------------------- | ----------------------------------------------------------- |
| [[Honor]] | - Devotion to a code or ethics |
| [[Piety]] | - Devotion to a religion or set of religious beliefs |
| [[Sanity]] | - Level-headedness against utterly alien or horrific events |
### Ability Scores
Each ability has a score from 1 to 20, although some creatures can have a score as high as 30. The score represents the magnitude of an ability. The table below summarizes what each sore means:
| **Score / Range** | **Meaning** |
| ----------------- | ------------------------------------------------------------------------ |
| 1 | The lowest score can normally go<br>(unless a feature says otherwise) |
| 2–9 | A weak or somewhat weak capability |
| 10–11 | The average for most humanoids |
| 12–19 | Strong or somewhat strong capability |
| 20 | The highest a score can normally go<br>(unless a feature says otherwise) |
| 21–29 | Extraordinary capability |
| 30 | The highest a score can go |
### Ability Modifiers
Each ability has a modifier is derived by the corresponding ability score. You can see how modifiers tie to ability scores in the following table:
| **Scores (1 – 15)** | **Modifier** | **Scores (16 – 30)** | **Modifier** |
| ------------------- | ------------ | -------------------- | ------------ |
| 1 | -5 | 16–17 | +3 |
| 2–3 | -4 | 18–19 | +4 |
| 4–5 | -3 | 20–21 | +5 |
| 6–7 | -2 | 22–23 | +6 |
| 8–9 | -1 | 24–25 | +7 |
| 10–11 | +0 | 26–27 | +8 |
| 12–13 | +1 | 28–29 | +9 |
| 14–15 | +2 | 30 | +10 |
## Skills
A skill represents a specific aspect of an [[#Abilities|ability]], and an individual’s proficiency in a skill demonstrates a focus on that aspect (more on proficiencies later).
The skills related to each ability score are shown in the following table (with no skills related to Constitution).
| **Ability** | **Associated Skills** |
| ---------------- | ---------------------------------------------------------------------------- |
| [[Strength]] | [[Athletics]] |
| [[Dexterity]] | [[Acrobatics]], [[Sleight of Hand]], [[Stealth]] |
| [[Constitution]] | None |
| [[Intelligence]] | [[Arcana]], [[History]], [[Investigation]], [[Nature]], [[Religion]] |
| [[Wisdom]] | [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], [[Survival]] |
| [[Charisma]] | [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]] |
## Proficiency
Proficiency measures the impact that training has on the creature's capabilities. This value is represented by a bonus called Proficiency Bonus.
### Proficiency Bonus
All creatures have a Proficiency Bonus which can be thought of as a creature's growth over time with specific capabilities.
Firstly, a Proficiency Bonus can never be added twice to a roll, though it can be occasionally multiplied or divided (doubled or halved, for example). Regardless, you'd never apply twice or half proficiency in a capability more than once—this bonus never stacks.
| **Levels <br>(1st – 10th)** | **Proficiency <br>Bonus** | **Levels <br>(10th–20th)** | **Proficiency <br>Bonus** |
| --------------------------- | ------------------------- | -------------------------- | ------------------------- |
| 1st | +2 | 11th | +4 |
| 2nd | +2 | 12th | +4 |
| 3rd | +2 | 13th | +5 |
| 4th | +2 | 14th | +5 |
| 5th | +3 | 15th | +5 |
| 6th | +3 | 16th | +5 |
| 7th | +3 | 17th | +6 |
| 8th | +3 | 18th | +6 |
| 9th | +4 | 19th | +6 |
| 10th | +4 | 20th | +6 |
## Checks
A check tests a creature’s innate talent and training in an effort to overcome a challenge. The GM calls for a check when a creature attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
### Ability Checks
Ability checks test a creature’s innate talent and training in a specific ability. See example Ability Checks for each ability below:
| **Ability** | **Example Use Cases** |
| ---------------- | ------------------------------------------------- |
| [[Strength]] | Lift, push, pull, or break something |
| [[Dexterity]] | Move nimbly, quickly, or quietly |
| [[Constitution]] | Push your body beyond normal limits |
| [[Intelligence]] | Reason or remember something |
| [[Wisdom]] | Notice things in your environment or surroundings |
| [[Charisma]] | Influence, entertain, or deceive |
### Skill Checks
A Skill Check is a focused Ability Check that allows a player to add their Proficiency Bonus if applicable. As mentioned in the section on [[#Proficiency|proficiency]], double and half proficiency may also be applied to Skill Checks. Below is a list of example Skill Checks:
| **Skill** | **Example Use Cases** |
| ------------------- | ----------------------------------------------------------- |
| [[Acrobatics]] | Stay on your feet during a rocky situation; execute a stunt |
| [[Animal Handling]] | Calm or train an animal |
| [[Arcana]] | Recall information about magic, spells, or the cosmos |
| [[Athletics]] | Hold on to something; jump further than normal |
| [[Deception]] | Tell a convincing lie; wear a disguise convincingly |
| [[History]] | Recall lore about historical events, people, nations, etc. |
| [[Insight]] | Discern a person's feelings and/or intentions |
| [[Intimidation]] | Awe or threaten someone into doing what you want |
| [[Investigation]] | Find obscure information; or deduce how something works |
| [[Medicine]] | Diagnose and illness; determine what killed something |
| [[Nature]] | Recall lore about terrain, plants, animals, or weather |
| [[Perception]] | Using a variety of senses, notice something easily missed |
| [[Performance]] | Act; tell a story; perform music; dance |
| [[Persuasion]] | Honestly and graciously convince someone of something |
| [[Religion]] | Recall lore about gods, religious rituals, or holy symbols |
| [[Sleight of Hand]] | Pick a pocket; conceal a hand-held object |
| [[Stealth]] | Escape notice be moving quietly; hide behind things |
| [[Survival]] | Follow tracks; forage; find a trail; avoid natural hazards |
### Assisted Checks
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 and Disadvantage|advantage]], reflecting the help provided by the other characters. In [[#combat]], this requires the [[#Actions|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.
### Contested Checks
If two (or sometimes more) creatures attempt to make the same check at the same time, a contest is formed. Participants in a contest make checks appropriate to their efforts. They apply the applicable bonuses and penalties but instead of comparing the totals to a challenge value (or DC), the totals are compared to one another's. The participant with the highest check total wins the contest. The winner either succeeds at the action or prevents the other from succeeding.
If a contest results in a tie, then the situation remains the same as it was before the contest. Therefore, one participant may win the contest by default. If a creature is trying to push open a door but the other creature is holding it closed, a tie would result in the door staying closed.
### Group Checks
Group Checks occur when a number of individuals band together to accomplish something. Group Checks allow creatures who are skilled at a particular task to cover for 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. Likewise, if more than half the group fails, the entire group fails and all may suffer consequences.
### 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. Determining the value of a Passive Check is done like so:
**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**.
### Varied Checks
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 intimidate a cult leader into giving you information, your GM might call for a Strength check to see if your raw strength intimidates them. In this case, your GM might allow you to apply your proficiency in Intimidation and ask for a Strength (Intimidation) check rather than a Charisma (Intimidation) check.
## Saves
Saves—also called saving throws—represent an attempts to resist threats (such as a spell, a trap, a poison, a disease, etc.). To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity Save.
A Save can be modified by a situational bonus or penalty and can be affected by [[#advantage & disadvantage|advantage and disadvantage]], as determined by the GM.
The challenge value or Difficulty Class (DC) for a Save is determined by the effect that causes it and the result of a successful or failed Save 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 a threat.
### Save Proficiency
Each class gives proficiency in at least two saving throws. A [[Wizard]], for example, is proficient in [[Intelligence]] Saves ***and*** [[Wisdom]] Saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her Proficiency Bonus to a Save made using a particular ability score.
## Challenge Values
There are two types of challenge values often set by a GM in-game. The first being [[#Armor Class (AC)]] which specifically applies to [[#attacks]], the other being [[#Difficulty Class (DC)]] which applies to [[#checks]] and [[#saves]].
### Armor Class (AC)
Every creature and object in the game has an associated Armor Class (AC). AC is a Challenge Value set to determine whether something hits and does damage to another thing. A player's [[Dexterity]] score combined with wearing armor usually impact their AC. Without armor or a shield, your character’s AC equals 10 + their Dexterity modifier. However, some mundane materials and objects have set ACs. See the table below for reference:
| **Material, Object, or Substance** | **AC** |
| ---------------------------------- | ------ |
| Cloth, paper, rope | 11 |
| Crystal, glass, or ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
### Difficulty Class (DC)
For every check, the GM decides which of the six abilities is relevant to the task at hand and sets the Challenge Value as Difficulty Class (DC) for the task. The more difficult a task, the higher its DC. The table below shows common DCs.
| **Task Difficulty** | **DC** |
| ------------------- | ------ |
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
## Actions
When you do something, or attempt to do something, other than move or communicate, you typically take an action. The main actions available in the game are listed below:
| **Action** | **Description** |
| ----------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Attack]] | Attack with a weapon or an unarmed strike, etc. |
| [[Dash]] | For the rest of your turn, you give yourself extra movement equal to your [[movement#speed\|speed]]. |
| [[Disengage]] | Your movement doesn't provoke [[Attack#Opportunity Attacks\|opportunity attacks]] for the rest of your turn. |
| [[Dodge]] | Until the start of your next turn, attack rolls against you have disadvantage, and you make [[Dexterity]] Saves with advantage. You lose this benefit if you have the [[Incapacitated]] condition, or if your speed is 0. |
| [[Help]] | Help another creature make a check or attack. |
| [[Act]] | Perform a check of some sort, potentially one of the following:<br>- **Hide.** Make a [[Dexterity]] ([[Stealth]]) check against opposing [[Wisdom]] ([[Perception]]) checks.<br>- **Influence.** Make a [[Charisma]] ([[Deception]], [[Intimidation]], [[Performance]], or [[Persuasion]]) check against opposing [[Wisdom]] ([[Insight]]) checks.<br>- **Search.** Make either a [[Wisdom]] ([[Insight]], [[Medicine]], [[Perception]], or [[Survival]]) check against opposing checks.<br>- **Study.** Make an [[Intelligence]] ([[Arcana]], [[History]], [[Investigation]], [[Nature]], or [[Religion]]) check of varying kinds against opposing checks. |
| [[Cast]] | Cast a spell or perform a magical ritual. |
| [[Ready]] | Prepare to take another action in response to a specific trigger which you define. |
| [[Interact\|Interact (or Utilize)]] | Use an item or interact with an object, switch, door, lever, etc. which requires more attention or has a mechanism which requires your full dedication. |
Creatures can also do things not covered by these actions. Many class features and other abilities provide additional action options. You may also improvise different actions to fit your needs. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and the d20 roll you need to make (if any) to complete said action.
### Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. For example, the class feature *[[Rogue#Cunning Action|Cunning Action]]*, allows a [[Rogue]] to take a the [[Dash]], [[Disengage]], or [[Act#Hide|Hide]] Action as a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take.
You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if have more than one available (more on turns, turn order, and combat in a later section).
You choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified. **Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.**
### Reactions
Certain special abilities, spells, and situations allow you to take a special action called a Reaction.
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The [[Attack|Opportunity Attack]], described in a later section, is the most common type of Reaction. When you take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction.
In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise.
### Free Actions
Occasionally, you may choose to do things on your turn or during an initiative order that isn't combat (such as during a chase) that requires no action at all. Some of these Free Actions include doing things like:
- **Communicate.**
You may communicate however you are able, through brief utterances and gestures, as you take your turn.
- **Interact.**
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. Interacting with a second object will often require the use of your action.
More information on Free Actions is covered in the [[03. Game Phases#Additional Turn Activity|next section]].
## Afflictions and Hazards
Several predominately negative statuses fall under the grouping 'Afflictions'. Some of these negative statuses include things like [[#Conditions]], [[#Curses]], [[#Diseases]], and [[#Maledictions]].
Hazards tend to be predominately negative effects that occur in the wild such as environmental hazards and traps.
### Conditions
Many effects impose a *condition* (short for status condition), a temporary state that alters the recipient's capabilities. The following conditions are defined below and in the [[Codex]]. The definition of a condition specifies what happens to its recipient while affected by it, and some conditions apply other conditions.
A condition lasts either for a duration specified by the effect that imposed the condition or until the condition is countered (the Prone condition is countered by standing up, for example).
If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition's effects don't get worse. Either you have a condition or you don't. The Exhaustion condition and [[#Special Conditions]] are exceptions; effects from these sources get worse if you have the condition and receive it again.
#### Common Conditions
Common conditions in-game include:
- [[Asleep]]
- [[Blinded]]
- [[Charmed]]
- [[Deafened]]
- [[Exhaustion]]
- [[Frightened]]
- [[Grappled]]
- [[Hasted]]
- [[Hexed]]
- [[Incapacitated]]
- [[Invisible]]
- [[Paralyzed]]
- [[Petrified]]
- [[Poisoned]]
- [[Prone]]
- [[Restrained]]
- [[Silenced]]
- [[Slowed]]
- [[Stunned]]
- [[Suffocation]]
- [[Surprised]]
- [[Unconscious]]
#### Special Conditions
Special conditions tend to be more complex and have more elaborate mechanics behind them which may affect your character's [[#abilities]] and [[#characteristics]]. These special conditions include:
- [[#Madness]]
- [[#Lingering Injuries]]
##### Madness
- Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
- A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
- A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
- A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
##### Curses
A cursed creature could suffer from any number of effects depending on the potency and length of the curse. Curses aren't typically cataloged and categorized because of their nature and the way they are created; however, some well-known curses are:
- [[Harrenism]]
- [[Lycanthropy]]
- [[Vampirism]]
##### Diseases
A diseased creature could suffer from any number of effects depending on the strength and length of the disease. Some common curses include [[Dinge]] and [[Sight Rot]].
##### Maledictions
Sometimes, magic manifests in bold, uncontrollable ways. A [[Codex#Maledictions|malediction]] is a powerful escalation and combination of both a curse and a disease. They are potent mixtures of magic and illness that cannot be undone by a common spell. One notable malediction would be [[Tasmia]], which some believe evolved from the prevalent disease, [[Red Death]].
## Damage & Health
Injury and death can be frequent threats in-game, as detailed in the following sections.
### Hit Points
Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go.
Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach [[#0 Hit Points]].
If you have half your Hit Points or fewer, you'll appear wounded, which has no game effect on its own but which might trigger other game effects. For example, a powerful enemy may attack you if they can see that you're weak and injured.
#### Hit Dice
Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in [[04. Character Creation|Section 04]]) This is also your **hit point maximum**.
Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “[[03. Game Phases#Resting|Resting]]” in the [[03. Game Phases#Exploration|Exploration section]]).
#### Healing
Hit Points can be restored by magic, such as receiving health from the [[Cure Wounds]] spell, a [[Potion of Healing]], or by natural means like from a [[03. Game Phases#Resting|Quick, Short, or Long Rest]] (see [[03. Game Phases#Exploration|Exploration section]]). When you receive healing, add the restored Hit Points to your current Hit Points.
Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
> [!NOTE] Resting to Recover Hit Points
> Adventurers can't spend every hour adventuring. They need rest. Any creature can take a Quick Rest or Short Rest in the midst of a day and an extensive Long Rest once they're in a safe environment. Regaining Hit Points is one of the main benefits of a rest. The [[03. Game Phases#Resting|next section]] provides the rules for Quick, Short, and Long Rests.
#### Temporary Hit Points
Some spells and other effects confer Temporary Hit Points (THP), which are a buffer against losing actual Hit Points.
If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose all 5 THP points and then lose 2 Hit Points.
Temporary Hit Points last until they're depleted or you finish a [[03. Game Phases#Resting|Long Rest]].
Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.
Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points, but, if you have 0 Hit Points, receiving Temporary Hit Points doesn't restore you to consciousness. Only true healing can save you.
#### 0 Hit Points
When a creature drops to 0 Hit Points, it either falls [[Unconscious]] or dies outright as explained below.
##### Death
Here are the main ways a creature can die instantly:
- **Monster Death.**
A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character.
- **Hit Point Maximum of 0.**
A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum.
- **Ability Score Reduction to 0.**
Some monster abilities and spells reduce your ability score values. If you Strength, for example, is reduced by 1 each turn until it is 0, your character loses all of their current hit points and dies outright—without making any saves.
- **Instant Death via Overkill.**
When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum.
##### Death Saving Throws
Whenever you start your turn with 0 hit points, your GM 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.
Your GM rolls 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 of rest.
Regardless of how a creature is reduced to 0 hit points, if they are stabilized, healed, or succeed on their death saving throws—bringing them back to consciousness—they immediately suffer 1 point of [[Exhaustion]].
#### Resurrection
If your character dies, others might find a magical way to revive your character, such as with the [[Raise Dead]] spell. Or talk with the GM about making a new character to join the group.
Resurrection is no minor event. A player character may suffer adverse effects from resurrection that require additional magic or time to heal.
### Damage
Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage.
When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See the [[Codex]] for weapons' and spells' damage dice.
#### Damage Application Order
Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; [[#Resistance]] is applied second; and [[#Vulnerability]] is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22).
#### Damage Types
Each instance of damage has a type, like Fire or Slashing. Damage types are listed below (and in the [[Codex]]) and have no rules of their own, but other rules, such as [[#Resistance]] or [[Codex#Lingering Injuries]], rely on damage types.
| Damage Type | Source Example |
| --------------- | ---------------------------------------------------------- |
| [[Acid]] | Acid breath, acid spells, etc. |
| [[Bludgeoning]] | Blunt weapons, falling rocks, etc. |
| [[Cold]] | Cold weather hazards, ice breath, ice spells, etc. |
| [[Fire]] | Fire breath, burning hazards, fire spells, etc. |
| [[Force]] | Force spells, materializing in matter, etc. |
| [[Lightning]] | Lightning breath, lightning spells, shocking hazards, etc. |
| [[Necrotic]] | Undead abilities, necrotic spells, etc. |
| [[Piercing]] | Arrows and darts, pointed weapons, spikey hazards, etc. |
| [[Poison]] | Poison coated ammunition and weapons, poison hazards, etc. |
| [[Psychic]] | Psionic abilities, psychic spells, etc. |
| [[Radiant]] | Celestial abilities, radiant spells, etc. |
| [[Slashing]] | Cutting or bladed weapons, certain wind spells, etc. |
| [[Thunder]] | Sound or booming hazards, thunder spells, etc. |
#### Immunity
Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it.
#### Resistance
Some creatures and objects have Resistance to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (rounded down). For example, if you have Resistance to Cold damage, and suffer 12 Cold damage, you'd instead suffer 6.
Multiple instances of Resistance that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you.
#### Vulnerability
Some creatures and objects have Vulnerability to certain damage types. If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Vulnerability to Fire damage, and suffer 12 Fire damage, you'd instead suffer 24.
Multiple instances of Vulnerability that affect the same damage type count as only one instance. For example, if you have Vulnerability to Radiant damage as well as Vulnerability to all damage, Radiant damage is doubled against you.
#### Massive Damage
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a [[Difficulty Class|DC]] 15 [[Constitution]] saving throw or suffer a random effect determined by a roll on the [[#System Shock]] table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
Regardless of whether the creature succeeds on the Constitution saving throw or not, the creature must roll on a [[#lingering injury|lingering injury table]] to determine which type of injury the incur from the massive damage they received.
#### System Shock
If a creature sustains [[#Massive Damage|massive damage]], isn't knocked unconscious or killed, and that damage exceeded half the creature's hit point maximum, it must roll on the System Shock Table below:
| d10 | Effect |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1 | The creature drops to 0 hit points. |
| 2–3 | The creature drops to 0 hit points but is stable. |
| 4–5 | The creature drops to 1 hit point and falls prone. |
| 6–7 | The creature drops to 1 hit point. |
| 8–10 | The creature is [[stunned]] until the end of its next turn. |
| 11-13 | The creature can’t take reactions and has disadvantage on attack rolls, ability checks, and saving throws, until the end of its next turn, and the creature falls prone. |
| 14-16 | The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. |
| 17-19 | The creature can’t take reactions until the end of its next turn and the creature falls prone. |
| 20 | The creature can’t take reactions until the end of its next turn. |
#### Lingering Injuries
Damage normally leaves no lingering effects. However, there potential scenarios where a creature may suffer long-term injuries.
A creature will sustain a lingering injury under the following circumstances:
- When it takes a [[#Critical Hits|critical hit]]
- When it receives [[#Massive Damage|massive damage]]
- When it drops to 0 hit points but isn’t killed outright
To determine the nature of the injury, the GM will roll on a Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.
Your GM will describe what kind healing you'll need to rid yourself of a lingering injury as some injuries are more drastic than others.
---
### Cover
Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.
A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.
### Thresholds
Some creatures, materials, and objects are assigned a damage threshold. A damage threshold is a value which must be beat to cause damage. For example, if you wanted to damage a building and it has a damage threshold of 30, you must do at least 30 damage for the building to incur any damage. If you do 29 damage, in this example, the building would incur 0 damage.
### Critical Hits
When you score a Critical (short for Critical Hit), you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack class feature, you also roll those dice twice.
### Saves Vs. Damage
Damage dealt via saving throws uses these rules:
When you create a damaging effect that forces one or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast.
Many saving throw effects deal half damage (rounded down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.
---
## Learn More
> [!multi-column]
>
>> [!EXAMPLE] **Rules**
>> - [[01. Introduction]]
>> - ***02. Game Fundamentals***
>> - [[03. Game Phases]]
>> - [[04. Character Creation]]
>
>> [!ABSTRACT] **Additional Info**
>> - [[Codex]]
>> - [[Glossary]]
>