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What is the ability score "Charisma" in D&D 5e?
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Charisma (CHA)
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. 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.
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What is the ability score "Constitution" in D&D 5e?
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Constitution (CON)
Constitution measures health, stamina, and vital force. 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.
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What is the ability score "Dexterity" in D&D 5e?
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Dexterity (DEX)
Dexterity measures agility, reflexes, and balance. 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.
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What is the ability score "Intelligence" in D&D 5e?
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Intelligence (INT)
Intelligence measures mental acuity, accuracy of recall, and the ability to reason. 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.
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What is the ability score "Strength" in D&D 5e?
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Strength (STR)
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. 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.
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What is the ability score "Wisdom" in D&D 5e?
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Wisdom (WIS)
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. 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.
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What is the alignment "Chaotic Evil" in D&D 5e?
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Chaotic Evil (CE)
Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
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What is the alignment "Chaotic Good" in D&D 5e?
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Chaotic Good (CG)
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
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What is the alignment "Chaotic Neutral" in D&D 5e?
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Chaotic Neutral (CN)
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
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What is the alignment "Lawful Evil" in D&D 5e?
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Lawful Evil (LE)
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
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What is the alignment "Lawful Good" in D&D 5e?
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Lawful Good (LG)
Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
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What is the alignment "Lawful Neutral" in D&D 5e?
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Lawful Neutral (LN)
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
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What is the alignment "Neutral" in D&D 5e?
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Neutral (N)
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
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What is the alignment "Neutral Evil" in D&D 5e?
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Neutral Evil (NE)
Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
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What is the alignment "Neutral Good" in D&D 5e?
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Neutral Good (NG)
Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
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Describe the Acolyte background in D&D 5e.
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Acolyte grants proficiency in: Insight, Religion. You can choose 2 additional languages. This background includes some starting equipment. Feature: Shelter of the Faithful β As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. This background provides personality traits, ideals, bonds, and flaws to help define your character's story.
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Describe the Barbarian class in D&D 5e.
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Barbarian has a hit die of d12. Proficiency choices: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, CON. Starting equipment includes 2 fixed items and 2 choice sets. Available subclasses: Berserker. Multi-classing requires: STR β₯ undefined.
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Describe the Bard class in D&D 5e.
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Bard has a hit die of d8. Proficiency choices: Choose any three; Three musical instruments of your choice. Fixed proficiencies include: Light Armor, Simple Weapons, Longswords, Rapiers, Shortswords, Hand crossbows. Saving throws are: DEX, CHA. Starting equipment includes 2 fixed items and 3 choice sets. Available subclasses: Lore. This class uses CHA for spellcasting. Multi-classing requires: CHA β₯ undefined.
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Describe the Cleric class in D&D 5e.
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Cleric has a hit die of d8. Proficiency choices: Choose two from History, Insight, Medicine, Persuasion, and Religion. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons. Saving throws are: WIS, CHA. Starting equipment includes 1 fixed items and 5 choice sets. Available subclasses: Life. This class uses WIS for spellcasting. Multi-classing requires: WIS β₯ undefined.
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Describe the Druid class in D&D 5e.
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Druid has a hit die of d8. Proficiency choices: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Clubs, Daggers, Javelins, Maces, Quarterstaffs, Sickles, Spears, Darts, Slings, Scimitars, Herbalism Kit. Saving throws are: INT, WIS. Starting equipment includes 2 fixed items and 3 choice sets. Available subclasses: Land. This class uses WIS for spellcasting. Multi-classing requires: WIS β₯ undefined.
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Describe the Fighter class in D&D 5e.
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Fighter has a hit die of d10. Proficiency choices: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Fixed proficiencies include: All armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, CON. Starting equipment includes 0 fixed items and 4 choice sets. Available subclasses: Champion.
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Describe the Monk class in D&D 5e.
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Monk has a hit die of d8. Proficiency choices: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth; Choose one type of artisanβs tools or one musical instrument. Fixed proficiencies include: Simple Weapons, Shortswords. Saving throws are: STR, DEX. Starting equipment includes 1 fixed items and 2 choice sets. Available subclasses: Open Hand. Multi-classing requires: DEX β₯ undefined and WIS β₯ undefined.
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Describe the Paladin class in D&D 5e.
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Paladin has a hit die of d10. Proficiency choices: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Fixed proficiencies include: All armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: WIS, CHA. Starting equipment includes 1 fixed items and 4 choice sets. Available subclasses: Devotion. This class uses CHA for spellcasting. Multi-classing requires: STR β₯ undefined and CHA β₯ undefined.
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Describe the Ranger class in D&D 5e.
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Ranger has a hit die of d10. Proficiency choices: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, DEX. Starting equipment includes 2 fixed items and 3 choice sets. Available subclasses: Hunter. This class uses WIS for spellcasting. Multi-classing requires: DEX β₯ undefined and WIS β₯ undefined.
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Describe the Rogue class in D&D 5e.
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Rogue has a hit die of d8. Proficiency choices: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. Fixed proficiencies include: Light Armor, Simple Weapons, Longswords, Rapiers, Shortswords, Hand crossbows, Thieves' Tools. Saving throws are: DEX, INT. Starting equipment includes 3 fixed items and 3 choice sets. Available subclasses: Thief. Multi-classing requires: DEX β₯ undefined.
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Describe the Sorcerer class in D&D 5e.
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Sorcerer has a hit die of d6. Proficiency choices: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. Fixed proficiencies include: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light. Saving throws are: CON, CHA. Starting equipment includes 1 fixed items and 3 choice sets. Available subclasses: Draconic. This class uses CHA for spellcasting. Multi-classing requires: CHA β₯ undefined.
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Describe the Warlock class in D&D 5e.
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Warlock has a hit die of d8. Proficiency choices: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. Fixed proficiencies include: Light Armor, Simple Weapons. Saving throws are: WIS, CHA. Starting equipment includes 2 fixed items and 4 choice sets. Available subclasses: Fiend. This class uses CHA for spellcasting. Multi-classing requires: CHA β₯ undefined.
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Describe the Wizard class in D&D 5e.
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Wizard has a hit die of d6. Proficiency choices: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. Fixed proficiencies include: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light. Saving throws are: INT, WIS. Starting equipment includes 1 fixed items and 3 choice sets. Available subclasses: Evocation. This class uses INT for spellcasting. Multi-classing requires: INT β₯ undefined.
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Describe the Blinded condition in D&D 5e.
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Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
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Describe the Charmed condition in D&D 5e.
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Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - The charmer has advantage on any ability check to interact socially with the creature.
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Describe the Deafened condition in D&D 5e.
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Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
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Describe the Exhaustion condition in D&D 5e.
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Exhaustion
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. 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 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.
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Describe the Frightened condition in D&D 5e.
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Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - The creature can't willingly move closer to the source of its fear.
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Describe the Grappled condition in D&D 5e.
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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 (see the condition). - 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.
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Describe the Incapacitated condition in D&D 5e.
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Incapacitated
- An incapacitated creature can't take actions or reactions.
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Describe the Invisible condition in D&D 5e.
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Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
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Describe the Paralyzed condition in D&D 5e.
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Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can't move or speak. - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage. - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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Describe the Petrified condition in D&D 5e.
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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 (see the condition), can't move or speak, and is unaware of its surroundings. - Attack rolls against the creature have advantage. - The creature automatically fails Strength and Dexterity saving throws. - The creature has resistance to all damage. - The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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Describe the Poisoned condition in D&D 5e.
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Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
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Describe the Prone condition in D&D 5e.
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Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - The creature has disadvantage on attack rolls. - An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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Describe the Restrained condition in D&D 5e.
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Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - The creature has disadvantage on Dexterity saving throws.
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Describe the Stunned condition in D&D 5e.
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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.
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Describe the Unconscious condition in D&D 5e.
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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.
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Describe the Acid damage type in D&D 5e.
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Acid
The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
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Describe the Bludgeoning damage type in D&D 5e.
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Bludgeoning
Blunt force attacks, falling, constriction, and the like deal bludgeoning damage.
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Describe the Cold damage type in D&D 5e.
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Cold
The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
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Describe the Fire damage type in D&D 5e.
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Fire
Red dragons breathe fire, and many spells conjure flames to deal fire damage.
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Describe the Force damage type in D&D 5e.
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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.
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Describe the Lightning damage type in D&D 5e.
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Lightning
A lightning bolt spell and a blue dragon's breath deal lightning damage.
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Describe the Necrotic damage type in D&D 5e.
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Necrotic
Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
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Describe the Piercing damage type in D&D 5e.
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Piercing
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
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Describe the Poison damage type in D&D 5e.
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Poison
Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
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Describe the Psychic damage type in D&D 5e.
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Psychic
Mental abilities such as a psionic blast deal psychic damage.
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Describe the Radiant damage type in D&D 5e.
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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.
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Describe the Slashing damage type in D&D 5e.
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Slashing
Swords, axes, and monsters' claws deal slashing damage.
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Describe the Thunder damage type in D&D 5e.
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Thunder
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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Describe the Abacus equipment in D&D 5e.
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Abacus is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 2 lb.
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Describe the Acid (vial) equipment in D&D 5e.
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Acid (vial) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 25 gp. Weight: 1 lb. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
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Describe the Alchemist's fire (flask) equipment in D&D 5e.
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Alchemist's fire (flask) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 50 gp. Weight: 1 lb. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
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Describe the Alchemist's Supplies equipment in D&D 5e.
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Alchemist's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 50 gp. Weight: 8 lb. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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Describe the Alms box equipment in D&D 5e.
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Alms box is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 0 cp. Weight: 0 lb. A small box for alms, typically found in a priest's pack.
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Describe the Amulet equipment in D&D 5e.
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Amulet is part of Adventuring Gear. This belongs to the Holy Symbols category. It costs 5 gp. Weight: 1 lb. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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Describe the Animal Feed (1 day) equipment in D&D 5e.
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Animal Feed (1 day) is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 5 cp. Weight: 10 lb.
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Describe the Antitoxin (vial) equipment in D&D 5e.
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Antitoxin (vial) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 50 gp. Weight: 0 lb. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
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Describe the Arrow equipment in D&D 5e.
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Arrow is part of Adventuring Gear. This belongs to the Ammunition category. It costs 1 gp. Weight: 1 lb.
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Describe the Backpack equipment in D&D 5e.
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Backpack is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 5 lb.
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Describe the Bagpipes equipment in D&D 5e.
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Bagpipes is part of Tools. This is a type of Musical Instrument. It costs 30 gp. Weight: 6 lb. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
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Describe the Ball bearings (bag of 1,000) equipment in D&D 5e.
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Ball bearings (bag of 1,000) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 2 lb. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
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Describe the Barding: Breastplate equipment in D&D 5e.
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Barding: Breastplate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 1600 gp. Weight: 40 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Chain mail equipment in D&D 5e.
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Barding: Chain mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 300 gp. Weight: 110 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Chain shirt equipment in D&D 5e.
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Barding: Chain shirt is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 200 gp. Weight: 40 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Half plate equipment in D&D 5e.
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Barding: Half plate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 3000 gp. Weight: 80 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Hide equipment in D&D 5e.
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Barding: Hide is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 40 gp. Weight: 24 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Leather equipment in D&D 5e.
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Barding: Leather is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 40 gp. Weight: 20 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Padded equipment in D&D 5e.
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Barding: Padded is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 20 gp. Weight: 16 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Plate equipment in D&D 5e.
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Barding: Plate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 6000 gp. Weight: 130 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Ring mail equipment in D&D 5e.
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Barding: Ring mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 12 gp. Weight: 80 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Scale mail equipment in D&D 5e.
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Barding: Scale mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 200 gp. Weight: 90 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Splint equipment in D&D 5e.
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Barding: Splint is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 800 gp. Weight: 120 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barding: Studded Leather equipment in D&D 5e.
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Barding: Studded Leather is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 180 gp. Weight: 26 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Describe the Barrel equipment in D&D 5e.
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Barrel is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 70 lb.
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Describe the Basket equipment in D&D 5e.
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Basket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 4 sp. Weight: 2 lb.
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Describe the Battleaxe equipment in D&D 5e.
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Battleaxe is part of Weapon. Weapon type: Martial. It costs 10 gp. Weight: 4 lb. It deals 1d8 Slashing damage. Range: 5 ft. Properties: Versatile.
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Describe the Bedroll equipment in D&D 5e.
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Bedroll is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 7 lb.
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Describe the Bell equipment in D&D 5e.
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Bell is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 0 lb.
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Describe the Bit and bridle equipment in D&D 5e.
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Bit and bridle is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 2 gp. Weight: 1 lb.
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Describe the Blanket equipment in D&D 5e.
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Blanket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 sp. Weight: 3 lb.
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Describe the Block and tackle equipment in D&D 5e.
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Block and tackle is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 5 lb. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
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Describe the Block of incense equipment in D&D 5e.
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Block of incense is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 0 cp. Weight: 0 lb. A block of incense, typically found in a priest's pack.
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Describe the Blowgun equipment in D&D 5e.
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Blowgun is part of Weapon. Weapon type: Martial. It costs 10 gp. Weight: 1 lb. It deals 1 Piercing damage. Range: 25 ft. Properties: Ammunition, Loading.
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Describe the Blowgun needle equipment in D&D 5e.
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Blowgun needle is part of Adventuring Gear. This belongs to the Ammunition category. It costs 1 gp. Weight: 1 lb.
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Describe the Book equipment in D&D 5e.
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Book is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 25 gp. Weight: 5 lb. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
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Describe the Bottle, glass equipment in D&D 5e.
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Bottle, glass is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 2 lb.
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Describe the Breastplate equipment in D&D 5e.
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Breastplate is part of Armor. It costs 400 gp. Weight: 20 lb.
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Describe the Brewer's Supplies equipment in D&D 5e.
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Brewer's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 20 gp. Weight: 9 lb. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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Describe the Bucket equipment in D&D 5e.
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Bucket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 cp. Weight: 2 lb.
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Describe the Burglar's Pack equipment in D&D 5e.
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Burglar's Pack is part of Adventuring Gear. This belongs to the Equipment Packs category. It costs 16 gp.
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Describe the Calligrapher's Supplies equipment in D&D 5e.
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Calligrapher's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 10 gp. Weight: 5 lb. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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Describe the Caltrops equipment in D&D 5e.
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Caltrops is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 cp. Weight: 2 lb. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
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Describe the Camel equipment in D&D 5e.
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Camel is part of Mounts and Vehicles. This is a Mounts and Other Animals. It costs 50 gp. Speed: 50 ft/round.
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End of preview. Expand
in Data Studio
YAML Metadata
Warning:
empty or missing yaml metadata in repo card
(https://huggingface.co/docs/hub/datasets-cards)
π D&D 5e Alpaca Dataset
Author: jason-oneal
License: MIT
Version: 1.0.0
Repository: View on Hugging Face
π Overview
The D&D 5e Alpaca Dataset is designed to fine-tune instruction-following language models on Dungeons & Dragons 5th Edition content.
It follows the Alpaca format β each example is an instruction, an optional input, and an output.
This dataset helps train models that can answer questions, generate content, and assist as an AI Dungeon Master or lore assistant.
β Content
This dataset covers:
- Ability scores
- Alignments
- Backgrounds & features
- Classes & mechanics
- Conditions & effects
- Damage types
- Equipment, weapons & armor
- Feats & features
- Languages
- Magic items & schools
- Monsters & stat blocks
- Proficiencies
- Races & subraces
- Rules & rule sections
- Skills
- Spells & descriptions
- Subclasses
- Traits
- Weapon properties
π Structure
Each data point includes:
instruction: The prompt or question.input: Additional context (can be empty).output: The answer or response.
Example:
{
"instruction": "What is the ability score 'Charisma' in D&D 5e?",
"input": "",
"output": "Charisma (CHA) 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. 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."
}
π Usage
Load with the Hugging Face datasets library:
from datasets import load_dataset
dataset = load_dataset("jason-oneal/dnd-5e-dataset")
print(dataset["train"][0])
π Intended Uses
Train custom chatbots for D&D 5e knowledge.
- Build an AI Dungeon Master.
- Generate monster stat blocks, magic items, or NPC lore.
- Clarify D&D 5e rules with an assistant.
π Citation
If you use this dataset, please cite it:
@misc{dnd5e-alpaca,
author = {jason-oneal},
title = {D&D 5e Alpaca Dataset},
year = {2025},
publisher = {Hugging Face},
howpublished = {\url{https://huggingface.co/datasets/jason-oneal/dnd-5e-dataset}}
}
βοΈ License
MIT License β you are free to use, modify, and build on this dataset.
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