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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] n might bathe the land in dim Iight. Darkness ereates a heavily obseured area. Charaeters 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 magieal da...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] ened senses, sueh as bats and true dragons, have this sense. DARKVISION Many ereatures in the worlds of O&D, espeeially those that dwell underground. have darkvision. Within a specified range, a ereature with darkvision ean see in PART 2 I AD...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. TRUESIGHT A creature with truesight can, out to a specific range, see in normal and magica...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. FOOD AND WATER Characters who don't eat or drink suffer the effects of exhaustion (see app...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] ing resets the count of days without food to zero. WATER A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution sav...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] ei of exhaustion at the end of the day. If the character already has one or more leveis of exhaustion, the character takes two leveis in either case. INTERACTING WITH OBJECTS A character's interaction with objects in an environment is ofte...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] ter might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to fiood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] o place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by ph...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (lt's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexte...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] DM sets the DC for any such check. SOCIAL INTERACTION Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other i...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] pare your life. The DM assumes the roles of any characters who are participating in the interaction that don't belong to another player at the table. Any such character is called a nonplayer character (NPC). In general terms, an NPC's alti...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] r way. It's easier to get what you want from a friendly NPC, of course. Social interactions have two primary aspects: roleplaying and ability checks. ROLEPLAYING Roleplaying is, literally, the act of playing out a role. In this case, it'sy...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] e game, and it comes to the fore during social interactions. Your character's quirks, mannerisms, and personality infiuence how interactions resolve. There are two styles you can use when roleplaying your character: the descriptive approac...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] est for YOU. DESCRIPTIVE ApPROACH TO ROLEPLAYING With this approach, you describe your character's words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character doe...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Social Interaction] wood for his family's misfortune. At a tavern. an obnoxious elf minstrel sits at Tordek's table and tries to strike up a conversation with the dwarf. Chris says, "Tordek spits on the fioor, growls an insult at the bard, and stomps over to ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] r:.: <\DVL Tl;RI NG 185 . 186 When using descriptive roleplaying, keep the following things in mind: Describe your character's emotions and altitude. Focus on your character's intent and how others might perceive it. Provide as much embell...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] CH TO ROLEPLAYING If descriptive roleplaying teUs your DM and your fellow players what your character thinks and does, active roleplaying shows them. When you use active roleplaying, you speak with your character's voice, like an actor tak...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can't be reasonably acted out. Going back to the example of Chris roleplaying Tordek above, here's how the scene might pl...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] out if Chris used active roleplaying: Speaking as Tordek, Chris says in a gruff, deep voice, "I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, l'd snap your arm and enjoy your screams." In his...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] w an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up f1attery. When interacting with an NPC, pay close attention to the DM's portrayal of the NPC's mood...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] lity traits, ideais, f1aws, and bonds, then play on them to influence the NPC's attitude. Interactions in 0&0 are much like interactions in reallife. Ifyou can offer NPCs something they want, threaten them with something they fear, or play...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] convince or deceive will fali short. ABILITY CHECKS In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC's altitude, but there might still be an element ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] he wants the dice to play a role in determining an NPC's reactions. Other checks might be appropriate in certain situations, at your DM's discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage's release, the cleric with Persuasion should do most of th...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] hey need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to en...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's leveI. For each Hit Die spent in this way, the player rolls the die and adds the character's Con...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] er can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. LONG REST A long rest is a period of extended downtime, at least 8 hours long, during whi...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] t 1 hour of walking, fighting, casting spells, or similar adventuring activity- the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains alllost hit points. The character also reg...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] regains alllost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice u...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] ENTURES Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and arm...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] , the DM might simply declare that a certain amount oftime has passed and allowyou to . describe in general terms what your character has been doing. At other times, the DM might want to keep track ofjust how much time is passing as events...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuais and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] ty than if you live in poverty. DOWNTIME ACTIVITIES Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain n...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] e more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. Downtime activities other than the ones presented below are possible. If you want your ch...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] adventuring equipment and works of art. Vou must be proficient with tools related to the object you are trying to create (typically artisan's tools). Vou might also need aeeess to special materiais or locations necessary to create it. For ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] g, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materiaIs worth half the total market value. Ir something you want to craft has a market value greater than 5 gp, you make progress ev...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] rements until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. Multiple characters can combine their efforts toward the crafting of a single item, provi...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] site tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite to01 proficiency and the proper faciliti...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] ifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses). PRACTICING A PROFESSION Vou can work between adventures. allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapt...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] organization that can provide gainful employment, such as a tem pIe or a thieves' guild. you earo enough to support a comfortable lifestyle instead. Ir you have proficiency in the Performance skill and put your performance skill to use dur...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] over from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: End one effect on you ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome. or location). The DM might also require you to make one or more ability checks. such as an Intelligence...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] d. Once those conditions are met, you learn the information if it is available. For each day of research. you must spend 1 gp to cover your expenses. This cost is in addition to your normallifestyle expenses (as discussed in chapter 5). TR...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Between Adventures] ou. The DM determines how long it takes. and whether one or more ability checks are required. The training lasts for 250 days and eosts 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gai...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] nt flash of light as a ball of f1ame blossoms from a wizard's spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in 0&0 can be chaotic, deadly, and th...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls ali the monsters and nonplayer characters involved in combat, and ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] des, a f1urry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a b...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] ext round if neither side has defeated the other. SURPRISE A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wi...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] nes whelher anyone involvedin lhe combal encounler is surprised. 2.Eslablishposilions.The DMdecides where alilhe characlers and monslers are localed. Givenlhe advenlurers' marching arder ar lheir slaled posilions in lhe roam ar olher localion,...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] ialive,delermining lhe arder of combalanls' lurns. 4.Takelurns. Eachparlicipanl in lhe ballle lakes a lum in initiative arder. 5.Beginlhe nexl round. Wheneveryoneinvolvedin lhe combal has had a lurn, lhe round ends. Repealslep 4 unlil lhe figh...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] ncounter. If you're surprised, you can't move or take an aclion on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. INITIATIVE Initiative ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] r place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to t...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] to round. If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionall...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] aetion. Vou decide whether to move first or take your action first. Your speed-sometimes ealled your walking speed-is noted on your eharacter sheet. The most common actions you can take are described in the "Actions in Combat" section later in...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] other abilities provide additional options for your action. The "Movement and Position" section later in this chapter gives the ru les for your move. Vou can forgo moving, taking an action, or doing anything at ali on your turn.lfyou can't dec...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. Vou can take a bonus action only when a special ability, spell, or other feature of the game ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > The Order of Combat] action to take. Vou can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. Vou choose when to take a bonus action during your turn, unless the bonlls action's timing is ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] 2 I COMBAT . REACTIONS MOVEMENT AND POSITION 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 ar...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] until the start of your next turno If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. OTHER ACTI VITY ON YOUR TuRN Your turn can include a variety of f10urishes that require neit...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] ou take your turno Vou can also interact with one object ar feature of the enviranment for free, during either your move ar your action. For example. you could open a doar during your move as you stride toward a foe, ar you could draw your w...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] ond object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The DM might require you to use an action for any of these activities when it needs special...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] stuck doar ar turn a crank to lower a drawbridge. Vou can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and th...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] use they thraw themselves down. In the game, they are prane, a condition described in appendix A. Vou can drop prone without using any of your speed. Standing up takes more effort; doing so costs BEING PRONE USING DIFFERENT SPEEDS If you hav...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] the new speed. The result determines how much farther you can move. If the result is O ar less. you can't use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 beca use a wizard cast the f...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] ATTACKS If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] use as much ar as little of your speed as you Iike on your turn, following the rules here. Your movement can includejumping, c1imbing, and swimming. These different modes of movement can be combined with walking, ar they can constitute your ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] nt" section in chapter 8 gives the particulars for jumping, c1imbing, and swimming. Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases-the setting of a typi...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] gs in a space count as difficult terrain. Low furniture, rubble, undergrawth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. ,.
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. ,. •• INTERACTlNG WITH OBIECTS AROUND Vou Here are a few examples of the sorts of thing you ca...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] item to another character •• ••• In combato characters and monsters are in constant motion, often using movement and position to gain the upper hand. 19° PART 2 I COMBAT . SIZE CATEGORIES CREATURE SIZE FLYING MOVEMENT Space 2'/2 by 2'1, fI. ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] e a creature of a particular size controls in combal. Objects sometimes use the same size categories. an amount of movement equal to half your speed. For •.• example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] ng costs 1 extra fool. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. Vou can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at lea...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] ur move in its space. lfyou leave a hostil e creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter. MOVING AROUND OTHER CREATURES Flying creatures enjoy many benetits of mobility, but they mu...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. SPACE A creature's space is the area in feet that it effectively controls in combat, not an...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Movement and Position] e doorway, other creatures can't get through unless the hobgoblin lets them. A creature's space also reflects the area it needs to tight effeetively. For that reason, there's a limit to lhe number of ereatures that can surround another creat...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] e creatures . 4 • VARIANT: PLAYING ON A CRIO Ifyou play oul a combat using a square grid and minialures ar olher lokens, follow lhese rules. Squares. Each square on lhe grid represents 5 feel. Speed. Ralher lhan moving fool by fool, move square ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] feel lranslales inlo a speed of 6 squares. Ifyou use a grid often, consider wriling your speed in squares on your characler sheel. Enlering a Square. To enler a square, you musl have ai leasl 1 square of movement left, even if lhe square is diag...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] lislic approach.) If a square cosls exlra movemenl, as a square of diflicult lerrain does, you musl have enough movemenl lefl lo pay for enlering it. For example, you musl have ai leasl 2 squares of movemenl lefl lo enler a square of diflicull l...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] ar objecls-start counling squares from a square adjacent lo one of lhem and slop counling in lhe space of the olher one. Counl by lhe shortesl raule. ~ ~ crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] h a space that is large enough for a creature one size smaller than il. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves the...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] our turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an actio...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] most common action to take in combat is the Attack action, whether you are swinging a sword, Iiring an arrow fram a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the "Making an Attack" section for t...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] AT CAST A SPELL Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combal. Each spell has a casting time, which specilies whether the caster must use an action, a reactio...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting. DASH When you take the Dash action, you gain extra movement for the current turn. The increase ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] ditional movement by the same amounl. lf your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feel this turn if you dash. DISENGAGE lfyou take the Disengage action, your movement doesn't provoke opportunity attacks fo...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] f your next turn, any attack roll made againsl you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. Vou lose this benelit if you are incapacitated (as explained in appendix A) or if your speed dr...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] e incapacitated (as explained in appendix A) or if your speed drops to O. HELP Vou can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check i...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Actions in Combat] in attacking a creature within 5 feet of you. Vou feint, distract the target, or in some other way team up to make your ally's attack more effective. lf your ally attacks the target before your next turn, the Iirst attack roll is made with advan...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] n chapter 7 for hiding. lfyou succeed, you gain certain benelits, as described in the "Unseen Attackers and Targets" section later in this chapter. . 4 , IMPROVISING AN ACTION Your character can do things not covered by the actions in this chapte...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] t are your imagination and your character's ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that a...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] ticular circumstance before you act. To do so, you can take lhe Ready action on your turn so that you can act later in the round using your reaction. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose lhe...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] igger your reaction. Then, you choose lhe action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "lf lhe cultist steps on the trapdoor, 1'11pull the lever that opens it," and "...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must' have a casting time of 1 action, and holding onto the spell's magic ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] y magic missiJe, your web spell ends, and if you take damage before you release magie missiJe with your reaction, your concentration might be broken. SEARCH When you take the Search action, you devote your attention to finding something. Dependin...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] mething else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turno MAK...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] has a simple structure. . 1. Choose a target. Pick a target within your attack's range: a creature, an object, ar a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage ar disadvantage ag...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] ou rol1damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to ar instead of damage. If there's ever any question whether something you're doing counts as an attack, the rule is sim...